text: //====== Copyright (C) 1996-2008, Valve Corporation, All rights reserved. =====
  //
  // Purpose: interface to both friends list data and general information about users
  //
  //=============================================================================
  
  #ifndef ISTEAMFRIENDS_H
  #define ISTEAMFRIENDS_H
  #ifdef _WIN32
  #pragma once
  #endif
  
  #include "isteamclient.h"
  #include "steamclientpublic.h"
  
  
  //-----------------------------------------------------------------------------
  // Purpose: set of relationships to other users
  //-----------------------------------------------------------------------------
  enum EFriendRelationship
  {
  	k_EFriendRelationshipNone = 0,
  	k_EFriendRelationshipBlocked = 1,			// this doesn't get stored; the user has just done an Ignore on an friendship invite
  	k_EFriendRelationshipRequestRecipient = 2,
  	k_EFriendRelationshipFriend = 3,
  	k_EFriendRelationshipRequestInitiator = 4,
  	k_EFriendRelationshipIgnored = 5,			// this is stored; the user has explicit blocked this other user from comments/chat/etc
  	k_EFriendRelationshipIgnoredFriend = 6,
  	k_EFriendRelationshipSuggested_DEPRECATED = 7,		// was used by the original implementation of the facebook linking feature, but now unused.
  
  	// keep this updated
  	k_EFriendRelationshipMax = 8,
  };
  
  // maximum length of friend group name (not including terminating nul!)
  const int k_cchMaxFriendsGroupName = 64;
  
  // maximum number of groups a single user is allowed
  const int k_cFriendsGroupLimit = 100;
  
  // friends group identifier type
  typedef int16 FriendsGroupID_t;
  
  // invalid friends group identifier constant
  const FriendsGroupID_t k_FriendsGroupID_Invalid = -1;
  
  const int k_cEnumerateFollowersMax = 50;
  
  
  //-----------------------------------------------------------------------------
  // Purpose: list of states a friend can be in
  //-----------------------------------------------------------------------------
  enum EPersonaState
  {
  	k_EPersonaStateOffline = 0,			// friend is not currently logged on
  	k_EPersonaStateOnline = 1,			// friend is logged on
  	k_EPersonaStateBusy = 2,			// user is on, but busy
  	k_EPersonaStateAway = 3,			// auto-away feature
  	k_EPersonaStateSnooze = 4,			// auto-away for a long time
  	k_EPersonaStateLookingToTrade = 5,	// Online, trading
  	k_EPersonaStateLookingToPlay = 6,	// Online, wanting to play
  	k_EPersonaStateMax,
  };
  
  
  //-----------------------------------------------------------------------------
  // Purpose: flags for enumerating friends list, or quickly checking a the relationship between users
  //-----------------------------------------------------------------------------
  enum EFriendFlags
  {
  	k_EFriendFlagNone			= 0x00,
  	k_EFriendFlagBlocked		= 0x01,
  	k_EFriendFlagFriendshipRequested	= 0x02,
  	k_EFriendFlagImmediate		= 0x04,			// "regular" friend
  	k_EFriendFlagClanMember		= 0x08,
  	k_EFriendFlagOnGameServer	= 0x10,	
  	// k_EFriendFlagHasPlayedWith	= 0x20,	// not currently used
  	// k_EFriendFlagFriendOfFriend	= 0x40, // not currently used
  	k_EFriendFlagRequestingFriendship = 0x80,
  	k_EFriendFlagRequestingInfo = 0x100,
  	k_EFriendFlagIgnored		= 0x200,
  	k_EFriendFlagIgnoredFriend	= 0x400,
  	// k_EFriendFlagSuggested		= 0x800,	// not used
  	k_EFriendFlagChatMember		= 0x1000,
  	k_EFriendFlagAll			= 0xFFFF,
  };
  
  
  // friend game played information
  #if defined( VALVE_CALLBACK_PACK_SMALL )
  #pragma pack( push, 4 )
  #elif defined( VALVE_CALLBACK_PACK_LARGE )
  #pragma pack( push, 8 )
  #else
  #error isteamclient.h must be included
  #endif 
  struct FriendGameInfo_t
  {
  	CGameID m_gameID;
  	uint32 m_unGameIP;
  	uint16 m_usGamePort;
  	uint16 m_usQueryPort;
  	CSteamID m_steamIDLobby;
  };
  #pragma pack( pop )
  
  // maximum number of characters in a user's name. Two flavors; one for UTF-8 and one for UTF-16.
  // The UTF-8 version has to be very generous to accomodate characters that get large when encoded
  // in UTF-8.
  enum
  {
  	k_cchPersonaNameMax = 128,
  	k_cwchPersonaNameMax = 32,
  };
  
  //-----------------------------------------------------------------------------
  // Purpose: user restriction flags
  //-----------------------------------------------------------------------------
  enum EUserRestriction
  {
  	k_nUserRestrictionNone		= 0,	// no known chat/content restriction
  	k_nUserRestrictionUnknown	= 1,	// we don't know yet (user offline)
  	k_nUserRestrictionAnyChat	= 2,	// user is not allowed to (or can't) send/recv any chat
  	k_nUserRestrictionVoiceChat	= 4,	// user is not allowed to (or can't) send/recv voice chat
  	k_nUserRestrictionGroupChat	= 8,	// user is not allowed to (or can't) send/recv group chat
  	k_nUserRestrictionRating	= 16,	// user is too young according to rating in current region
  	k_nUserRestrictionGameInvites	= 32,	// user cannot send or recv game invites (e.g. mobile)
  	k_nUserRestrictionTrading	= 64,	// user cannot participate in trading (console, mobile)
  };
  
  //-----------------------------------------------------------------------------
  // Purpose: information about user sessions
  //-----------------------------------------------------------------------------
  struct FriendSessionStateInfo_t
  {
  	uint32 m_uiOnlineSessionInstances;
  	uint8 m_uiPublishedToFriendsSessionInstance;
  };
  
  
  
  // size limit on chat room or member metadata
  const uint32 k_cubChatMetadataMax = 8192;
  
  // size limits on Rich Presence data
  enum { k_cchMaxRichPresenceKeys = 20 };
  enum { k_cchMaxRichPresenceKeyLength = 64 };
  enum { k_cchMaxRichPresenceValueLength = 256 };
  
  // These values are passed as parameters to the store
  enum EOverlayToStoreFlag
  {
  	k_EOverlayToStoreFlag_None = 0,
  	k_EOverlayToStoreFlag_AddToCart = 1,
  	k_EOverlayToStoreFlag_AddToCartAndShow = 2,
  };
  
  //-----------------------------------------------------------------------------
  // Purpose: interface to accessing information about individual users,
  //			that can be a friend, in a group, on a game server or in a lobby with the local user
  //-----------------------------------------------------------------------------
  class ISteamFriends
  {
  public:
  	// returns the local players name - guaranteed to not be NULL.
  	// this is the same name as on the users community profile page
  	// this is stored in UTF-8 format
  	// like all the other interface functions that return a char *, it's important that this pointer is not saved
  	// off; it will eventually be free'd or re-allocated
  	virtual const char *GetPersonaName() = 0;
  
  	// Sets the player name, stores it on the server and publishes the changes to all friends who are online.
  	// Changes take place locally immediately, and a PersonaStateChange_t is posted, presuming success.
  	//
  	// The final results are available through the return value SteamAPICall_t, using SetPersonaNameResponse_t.
  	//
  	// If the name change fails to happen on the server, then an additional global PersonaStateChange_t will be posted
  	// to change the name back, in addition to the SetPersonaNameResponse_t callback.
  	CALL_RESULT( SetPersonaNameResponse_t )
  	virtual SteamAPICall_t SetPersonaName( const char *pchPersonaName ) = 0;
  
  	// gets the status of the current user
  	virtual EPersonaState GetPersonaState() = 0;
  
  	// friend iteration
  	// takes a set of k_EFriendFlags, and returns the number of users the client knows about who meet that criteria
  	// then GetFriendByIndex() can then be used to return the id's of each of those users
  	virtual int GetFriendCount( int iFriendFlags ) = 0;
  
  	// returns the steamID of a user
  	// iFriend is a index of range [0, GetFriendCount())
  	// iFriendsFlags must be the same value as used in GetFriendCount()
  	// the returned CSteamID can then be used by all the functions below to access details about the user
  	virtual CSteamID GetFriendByIndex( int iFriend, int iFriendFlags ) = 0;
  
  	// returns a relationship to a user
  	virtual EFriendRelationship GetFriendRelationship( CSteamID steamIDFriend ) = 0;
  
  	// returns the current status of the specified user
  	// this will only be known by the local user if steamIDFriend is in their friends list; on the same game server; in a chat room or lobby; or in a small group with the local user
  	virtual EPersonaState GetFriendPersonaState( CSteamID steamIDFriend ) = 0;
  
  	// returns the name another user - guaranteed to not be NULL.
  	// same rules as GetFriendPersonaState() apply as to whether or not the user knowns the name of the other user
  	// note that on first joining a lobby, chat room or game server the local user will not known the name of the other users automatically; that information will arrive asyncronously
  	// 
  	virtual const char *GetFriendPersonaName( CSteamID steamIDFriend ) = 0;
  
  	// returns true if the friend is actually in a game, and fills in pFriendGameInfo with an extra details 
  	virtual bool GetFriendGamePlayed( CSteamID steamIDFriend, OUT_STRUCT() FriendGameInfo_t *pFriendGameInfo ) = 0;
  	// accesses old friends names - returns an empty string when their are no more items in the history
  	virtual const char *GetFriendPersonaNameHistory( CSteamID steamIDFriend, int iPersonaName ) = 0;
  	// friends steam level
  	virtual int GetFriendSteamLevel( CSteamID steamIDFriend ) = 0;
  
  	// Returns nickname the current user has set for the specified player. Returns NULL if the no nickname has been set for that player.
  	virtual const char *GetPlayerNickname( CSteamID steamIDPlayer ) = 0;
  
  	// friend grouping (tag) apis
  	// returns the number of friends groups
  	virtual int GetFriendsGroupCount() = 0;
  	// returns the friends group ID for the given index (invalid indices return k_FriendsGroupID_Invalid)
  	virtual FriendsGroupID_t GetFriendsGroupIDByIndex( int iFG ) = 0;
  	// returns the name for the given friends group (NULL in the case of invalid friends group IDs)
  	virtual const char *GetFriendsGroupName( FriendsGroupID_t friendsGroupID ) = 0;
  	// returns the number of members in a given friends group
  	virtual int GetFriendsGroupMembersCount( FriendsGroupID_t friendsGroupID ) = 0;
  	// gets up to nMembersCount members of the given friends group, if fewer exist than requested those positions' SteamIDs will be invalid
  	virtual void GetFriendsGroupMembersList( FriendsGroupID_t friendsGroupID, OUT_ARRAY_CALL(nMembersCount, GetFriendsGroupMembersCount, friendsGroupID ) CSteamID *pOutSteamIDMembers, int nMembersCount ) = 0;
  
  	// returns true if the specified user meets any of the criteria specified in iFriendFlags
  	// iFriendFlags can be the union (binary or, |) of one or more k_EFriendFlags values
  	virtual bool HasFriend( CSteamID steamIDFriend, int iFriendFlags ) = 0;
  
  	// clan (group) iteration and access functions
  	virtual int GetClanCount() = 0;
  	virtual CSteamID GetClanByIndex( int iClan ) = 0;
  	virtual const char *GetClanName( CSteamID steamIDClan ) = 0;
  	virtual const char *GetClanTag( CSteamID steamIDClan ) = 0;
  	// returns the most recent information we have about what's happening in a clan
  	virtual bool GetClanActivityCounts( CSteamID steamIDClan, int *pnOnline, int *pnInGame, int *pnChatting ) = 0;
  	// for clans a user is a member of, they will have reasonably up-to-date information, but for others you'll have to download the info to have the latest
  	virtual SteamAPICall_t DownloadClanActivityCounts( ARRAY_COUNT(cClansToRequest) CSteamID *psteamIDClans, int cClansToRequest ) = 0;
  
  	// iterators for getting users in a chat room, lobby, game server or clan
  	// note that large clans that cannot be iterated by the local user
  	// note that the current user must be in a lobby to retrieve CSteamIDs of other users in that lobby
  	// steamIDSource can be the steamID of a group, game server, lobby or chat room
  	virtual int GetFriendCountFromSource( CSteamID steamIDSource ) = 0;
  	virtual CSteamID GetFriendFromSourceByIndex( CSteamID steamIDSource, int iFriend ) = 0;
  
  	// returns true if the local user can see that steamIDUser is a member or in steamIDSource
  	virtual bool IsUserInSource( CSteamID steamIDUser, CSteamID steamIDSource ) = 0;
  
  	// User is in a game pressing the talk button (will suppress the microphone for all voice comms from the Steam friends UI)
  	virtual void SetInGameVoiceSpeaking( CSteamID steamIDUser, bool bSpeaking ) = 0;
  
  	// activates the game overlay, with an optional dialog to open 
  	// valid options are "Friends", "Community", "Players", "Settings", "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 
  	//		"jointrade" - opens a window to a Steam Trading session that was started with the ISteamEconomy/StartTrade Web API
  	//		"stats" - opens the overlay web browser to the specified user's stats
  	//		"achievements" - opens the overlay web browser to the specified user's achievements
  	//		"friendadd" - opens the overlay in minimal mode prompting the user to add the target user as a friend
  	//		"friendremove" - opens the overlay in minimal mode prompting the user to remove the target friend
  	//		"friendrequestaccept" - opens the overlay in minimal mode prompting the user to accept an incoming friend invite
  	//		"friendrequestignore" - opens the overlay in minimal mode prompting the user to ignore an incoming friend invite
  	virtual void ActivateGameOverlayToUser( const char *pchDialog, CSteamID steamID ) = 0;
  
  	// activates game overlay web browser directly to the specified URL
  	// full address with protocol type is required, e.g. http://www.steamgames.com/
  	virtual void ActivateGameOverlayToWebPage( const char *pchURL ) = 0;
  
  	// activates game overlay to store page for app
  	virtual void ActivateGameOverlayToStore( AppId_t nAppID, EOverlayToStoreFlag eFlag ) = 0;
  
  	// Mark a target user as 'played with'. This is a client-side only feature that requires that the calling user is 
  	// in game 
  	virtual void SetPlayedWith( CSteamID steamIDUserPlayedWith ) = 0;
  
  	// activates game overlay to open the invite dialog. Invitations will be sent for the provided lobby.
  	virtual void ActivateGameOverlayInviteDialog( CSteamID steamIDLobby ) = 0;
  
  	// gets the small (32x32) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
  	virtual int GetSmallFriendAvatar( CSteamID steamIDFriend ) = 0;
  
  	// gets the medium (64x64) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
  	virtual int GetMediumFriendAvatar( CSteamID steamIDFriend ) = 0;
  
  	// gets the large (184x184) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
  	// returns -1 if this image has yet to be loaded, in this case wait for a AvatarImageLoaded_t callback and then call this again
  	virtual int GetLargeFriendAvatar( CSteamID steamIDFriend ) = 0;
  
  	// requests information about a user - persona name & avatar
  	// if bRequireNameOnly is set, then the avatar of a user isn't downloaded 
  	// - it's a lot slower to download avatars and churns the local cache, so if you don't need avatars, don't request them
  	// if returns true, it means that data is being requested, and a PersonaStateChanged_t callback will be posted when it's retrieved
  	// if returns false, it means that we already have all the details about that user, and functions can be called immediately
  	virtual bool RequestUserInformation( CSteamID steamIDUser, bool bRequireNameOnly ) = 0;
  
  	// requests information about a clan officer list
  	// when complete, data is returned in ClanOfficerListResponse_t call result
  	// this makes available the calls below
  	// you can only ask about clans that a user is a member of
  	// note that this won't download avatars automatically; if you get an officer,
  	// and no avatar image is available, call RequestUserInformation( steamID, false ) to download the avatar
  	CALL_RESULT( ClanOfficerListResponse_t )
  	virtual SteamAPICall_t RequestClanOfficerList( CSteamID steamIDClan ) = 0;
  
  	// iteration of clan officers - can only be done when a RequestClanOfficerList() call has completed
  	
  	// returns the steamID of the clan owner
  	virtual CSteamID GetClanOwner( CSteamID steamIDClan ) = 0;
  	// returns the number of officers in a clan (including the owner)
  	virtual int GetClanOfficerCount( CSteamID steamIDClan ) = 0;
  	// returns the steamID of a clan officer, by index, of range [0,GetClanOfficerCount)
  	virtual CSteamID GetClanOfficerByIndex( CSteamID steamIDClan, int iOfficer ) = 0;
  	// if current user is chat restricted, he can't send or receive any text/voice chat messages.
  	// the user can't see custom avatars. But the user can be online and send/recv game invites.
  	// a chat restricted user can't add friends or join any groups.
  	virtual uint32 GetUserRestrictions() = 0;
  
  	// Rich Presence data is automatically shared between friends who are in the same game
  	// Each user has a set of Key/Value pairs
  	// Note the following limits: k_cchMaxRichPresenceKeys, k_cchMaxRichPresenceKeyLength, k_cchMaxRichPresenceValueLength
  	// There are 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;
  	// Requests rich presence for a specific user.
  	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;
  	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
  	CALL_RESULT( JoinClanChatRoomCompletionResult_t )
  	virtual SteamAPICall_t JoinClanChatRoom( CSteamID steamIDClan ) = 0;
  	virtual bool LeaveClanChatRoom( CSteamID steamIDClan ) = 0;
  	virtual int GetClanChatMemberCount( CSteamID steamIDClan ) = 0;
  	virtual CSteamID GetChatMemberByIndex( CSteamID steamIDClan, int iUser ) = 0;
  	virtual bool SendClanChatMessage( CSteamID steamIDClanChat, const char *pchText ) = 0;
  	virtual int GetClanChatMessage( CSteamID steamIDClanChat, int iMessage, void *prgchText, int cchTextMax, EChatEntryType *peChatEntryType, OUT_STRUCT() CSteamID *psteamidChatter ) = 0;
  	virtual bool IsClanChatAdmin( CSteamID steamIDClanChat, CSteamID steamIDUser ) = 0;
  
  	// interact with the Steam (game overlay / desktop)
  	virtual bool IsClanChatWindowOpenInSteam( CSteamID steamIDClanChat ) = 0;
  	virtual bool OpenClanChatWindowInSteam( CSteamID steamIDClanChat ) = 0;
  	virtual bool CloseClanChatWindowInSteam( CSteamID steamIDClanChat ) = 0;
  
  	// peer-to-peer chat interception
  	// this is so you can show P2P chats inline in the game
  	virtual bool SetListenForFriendsMessages( bool bInterceptEnabled ) = 0;
  	virtual bool ReplyToFriendMessage( CSteamID steamIDFriend, const char *pchMsgToSend ) = 0;
  	virtual int GetFriendMessage( CSteamID steamIDFriend, int iMessageID, void *pvData, int cubData, EChatEntryType *peChatEntryType ) = 0;
  
  	// following apis
  	CALL_RESULT( FriendsGetFollowerCount_t )
  	virtual SteamAPICall_t GetFollowerCount( CSteamID steamID ) = 0;
  	CALL_RESULT( FriendsIsFollowing_t )
  	virtual SteamAPICall_t IsFollowing( CSteamID steamID ) = 0;
  	CALL_RESULT( FriendsEnumerateFollowingList_t )
  	virtual SteamAPICall_t EnumerateFollowingList( uint32 unStartIndex ) = 0;
  
  	virtual bool IsClanPublic( CSteamID steamIDClan ) = 0;
  	virtual bool IsClanOfficialGameGroup( CSteamID steamIDClan ) = 0;
  };
  inline ISteamFriends* SteamFriends;
  #define STEAMFRIENDS_INTERFACE_VERSION "SteamFriends015"
  
  // callbacks
  #if defined( VALVE_CALLBACK_PACK_SMALL )
  #pragma pack( push, 4 )
  #elif defined( VALVE_CALLBACK_PACK_LARGE )
  #pragma pack( push, 8 )
  #else
  #error isteamclient.h must be included
  #endif 
  
  //-----------------------------------------------------------------------------
  // Purpose: called when a friends' status changes
  //-----------------------------------------------------------------------------
  struct PersonaStateChange_t
  {
  	enum { k_iCallback = k_iSteamFriendsCallbacks + 4 };
  	
  	uint64 m_ulSteamID;		// steamID of the friend who changed
  	int m_nChangeFlags;		// what's changed
  };
  
  
  // used in PersonaStateChange_t::m_nChangeFlags to describe what's changed about a user
  // these flags describe what the client has learned has changed recently, so on startup you'll see a name, avatar & relationship change for every friend
  enum EPersonaChange
  {
  	k_EPersonaChangeName		= 0x0001,
  	k_EPersonaChangeStatus		= 0x0002,
  	k_EPersonaChangeComeOnline	= 0x0004,
  	k_EPersonaChangeGoneOffline	= 0x0008,
  	k_EPersonaChangeGamePlayed	= 0x0010,
  	k_EPersonaChangeGameServer	= 0x0020,
  	k_EPersonaChangeAvatar		= 0x0040,
  	k_EPersonaChangeJoinedSource= 0x0080,
  	k_EPersonaChangeLeftSource	= 0x0100,
  	k_EPersonaChangeRelationshipChanged = 0x0200,
  	k_EPersonaChangeNameFirstSet = 0x0400,
  	k_EPersonaChangeFacebookInfo = 0x0800,
  	k_EPersonaChangeNickname =	0x1000,
  	k_EPersonaChangeSteamLevel = 0x2000,
  };
  
  
  //-----------------------------------------------------------------------------
  // Purpose: posted when game overlay activates or deactivates
  //			the game can use this to be pause or resume single player games
  //-----------------------------------------------------------------------------
  struct GameOverlayActivated_t
  {
  	enum { k_iCallback = k_iSteamFriendsCallbacks + 31 };
  	uint8 m_bActive;	// true if it's just been activated, false otherwise
  };
  
  
  //-----------------------------------------------------------------------------
  // Purpose: called when the user tries to join a different game server from their friends list
  //			game client should attempt to connect to specified server when this is received
  //-----------------------------------------------------------------------------
  struct GameServerChangeRequested_t
  {
  	enum { k_iCallback = k_iSteamFriendsCallbacks + 32 };
  	char m_rgchServer[64];		// server address ("127.0.0.1:27015", "tf2.valvesoftware.com")
  	char m_rgchPassword[64];	// server password, if any
  };
  
  
  //-----------------------------------------------------------------------------
  // Purpose: called when the user tries to join a lobby from their friends list
  //			game client should attempt to connect to specified lobby when this is received
  //-----------------------------------------------------------------------------
  struct GameLobbyJoinRequested_t
  {
  	enum { k_iCallback = k_iSteamFriendsCallbacks + 33 };
  	CSteamID m_steamIDLobby;
  
  	// The friend they did the join via (will be invalid if not directly via a friend)
  	//
  	// On PS3, the friend will be invalid if this was triggered by a PSN invite via the XMB, but
  	// the account type will be console user so you can tell at least that this was from a PSN friend
  	// rather than a Steam friend.
  	CSteamID m_steamIDFriend;		
  };
  
  
  //-----------------------------------------------------------------------------
  // Purpose: called when an avatar is loaded in from a previous GetLargeFriendAvatar() call
  //			if the image wasn't already available
  //-----------------------------------------------------------------------------
  struct AvatarImageLoaded_t
  {
  	enum { k_iCallback = k_iSteamFriendsCallbacks + 34 };
  	CSteamID m_steamID; // steamid the avatar has been loaded for
  	int m_iImage; // the image index of the now loaded image
  	int m_iWide; // width of the loaded image
  	int m_iTall; // height of the loaded image
  };
  
  
  //-----------------------------------------------------------------------------
  // Purpose: marks the return of a request officer list call
  //-----------------------------------------------------------------------------
  struct ClanOfficerListResponse_t
  {
  	enum { k_iCallback = k_iSteamFriendsCallbacks + 35 };
  	CSteamID m_steamIDClan;
  	int m_cOfficers;
  	uint8 m_bSuccess;
  };
  
  
  //-----------------------------------------------------------------------------
  // Purpose: callback indicating updated data about friends rich presence information
  //-----------------------------------------------------------------------------
  struct FriendRichPresenceUpdate_t
  {
  	enum { k_iCallback = k_iSteamFriendsCallbacks + 36 };
  	CSteamID m_steamIDFriend;	// friend who's rich presence has changed
  	AppId_t m_nAppID;			// the appID of the game (should always be the current game)
  };
  
  
  //-----------------------------------------------------------------------------
  // Purpose: called when the user tries to join a game from their friends list
  //			rich presence will have been set with the "connect" key which is set here
  //-----------------------------------------------------------------------------
  struct GameRichPresenceJoinRequested_t
  {
  	enum { k_iCallback = k_iSteamFriendsCallbacks + 37 };
  	CSteamID m_steamIDFriend;		// the friend they did the join via (will be invalid if not directly via a friend)
  	char m_rgchConnect[k_cchMaxRichPresenceValueLength];
  };
  
  
  //-----------------------------------------------------------------------------
  // Purpose: a chat message has been received for a clan chat the game has joined
  //-----------------------------------------------------------------------------
  struct GameConnectedClanChatMsg_t
  {
  	enum { k_iCallback = k_iSteamFriendsCallbacks + 38 };
  	CSteamID m_steamIDClanChat;
  	CSteamID m_steamIDUser;
  	int m_iMessageID;
  };
  
  
  //-----------------------------------------------------------------------------
  // Purpose: a user has joined a clan chat
  //-----------------------------------------------------------------------------
  struct GameConnectedChatJoin_t
  {
  	enum { k_iCallback = k_iSteamFriendsCallbacks + 39 };
  	CSteamID m_steamIDClanChat;
  	CSteamID m_steamIDUser;
  };
  
  
  //-----------------------------------------------------------------------------
  // Purpose: a user has left the chat we're in
  //-----------------------------------------------------------------------------
  struct GameConnectedChatLeave_t
  {
  	enum { k_iCallback = k_iSteamFriendsCallbacks + 40 };
  	CSteamID m_steamIDClanChat;
  	CSteamID m_steamIDUser;
  	bool m_bKicked;		// true if admin kicked
  	bool m_bDropped;	// true if Steam connection dropped
  };
  
  
  //-----------------------------------------------------------------------------
  // Purpose: a DownloadClanActivityCounts() call has finished
  //-----------------------------------------------------------------------------
  struct DownloadClanActivityCountsResult_t
  {
  	enum { k_iCallback = k_iSteamFriendsCallbacks + 41 };
  	bool m_bSuccess;
  };
  
  
  //-----------------------------------------------------------------------------
  // Purpose: a JoinClanChatRoom() call has finished
  //-----------------------------------------------------------------------------
  struct JoinClanChatRoomCompletionResult_t
  {
  	enum { k_iCallback = k_iSteamFriendsCallbacks + 42 };
  	CSteamID m_steamIDClanChat;
  	EChatRoomEnterResponse m_eChatRoomEnterResponse;
  };
  
  //-----------------------------------------------------------------------------
  // Purpose: a chat message has been received from a user
  //-----------------------------------------------------------------------------
  struct GameConnectedFriendChatMsg_t
  {
  	enum { k_iCallback = k_iSteamFriendsCallbacks + 43 };
  	CSteamID m_steamIDUser;
  	int m_iMessageID;
  };
  
  
  struct FriendsGetFollowerCount_t
  {
  	enum { k_iCallback = k_iSteamFriendsCallbacks + 44 };
  	EResult m_eResult;
  	CSteamID m_steamID;
  	int m_nCount;
  };
  
  
  struct FriendsIsFollowing_t
  {
  	enum { k_iCallback = k_iSteamFriendsCallbacks + 45 };
  	EResult m_eResult;
  	CSteamID m_steamID;
  	bool m_bIsFollowing;
  };
  
  
  struct FriendsEnumerateFollowingList_t
  {
  	enum { k_iCallback = k_iSteamFriendsCallbacks + 46 };
  	EResult m_eResult;
  	CSteamID m_rgSteamID[ k_cEnumerateFollowersMax ];
  	int32 m_nResultsReturned;
  	int32 m_nTotalResultCount;
  };
  
  //-----------------------------------------------------------------------------
  // Purpose: reports the result of an attempt to change the user's persona name
  //-----------------------------------------------------------------------------
  struct SetPersonaNameResponse_t
  {
  	enum { k_iCallback = k_iSteamFriendsCallbacks + 47 };
  
  	bool m_bSuccess; // true if name change succeeded completely.
  	bool m_bLocalSuccess; // true if name change was retained locally.  (We might not have been able to communicate with Steam)
  	EResult m_result; // detailed result code
  };
  
  
  #pragma pack( pop )
  
  #endif // ISTEAMFRIENDS_H
  