Exemple #1
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 /// <summary>
 /// <para> recently-played-with friends iteration</para>
 /// <para> this iterates the entire list of users recently played with, across games</para>
 /// <para> GetFriendCoplayTime() returns as a unix time</para>
 /// </summary>
 public static int GetCoplayFriendCount()
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamFriends_GetCoplayFriendCount(CSteamAPIContext.GetSteamFriends()));
 }
Exemple #2
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 /// <summary>
 /// <para> returns the name for the given friends group (NULL in the case of invalid friends group IDs)</para>
 /// </summary>
 public static string GetFriendsGroupName(FriendsGroupID_t friendsGroupID)
 {
     InteropHelp.TestIfAvailableClient();
     return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamFriends_GetFriendsGroupName(CSteamAPIContext.GetSteamFriends(), friendsGroupID)));
 }
Exemple #3
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 /// <summary>
 /// <para> gets up to nMembersCount members of the given friends group, if fewer exist than requested those positions' SteamIDs will be invalid</para>
 /// </summary>
 public static void GetFriendsGroupMembersList(FriendsGroupID_t friendsGroupID, CSteamID[] pOutSteamIDMembers, int nMembersCount)
 {
     InteropHelp.TestIfAvailableClient();
     NativeMethods.ISteamFriends_GetFriendsGroupMembersList(CSteamAPIContext.GetSteamFriends(), friendsGroupID, pOutSteamIDMembers, nMembersCount);
 }
Exemple #4
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 /// <summary>
 /// <para> accesses old friends names - returns an empty string when their are no more items in the history</para>
 /// </summary>
 public static string GetFriendPersonaNameHistory(CSteamID steamIDFriend, int iPersonaName)
 {
     InteropHelp.TestIfAvailableClient();
     return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamFriends_GetFriendPersonaNameHistory(CSteamAPIContext.GetSteamFriends(), steamIDFriend, iPersonaName)));
 }
Exemple #5
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 /// <summary>
 /// <para> Returns nickname the current user has set for the specified player. Returns NULL if the no nickname has been set for that player.</para>
 /// <para> DEPRECATED: GetPersonaName follows the Steam nickname preferences, so apps shouldn't need to care about nicknames explicitly.</para>
 /// </summary>
 public static string GetPlayerNickname(CSteamID steamIDPlayer)
 {
     InteropHelp.TestIfAvailableClient();
     return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamFriends_GetPlayerNickname(CSteamAPIContext.GetSteamFriends(), steamIDPlayer)));
 }
Exemple #6
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 /// <summary>
 /// <para> Activates the game overlay to open an invite dialog that will send the provided Rich Presence connect string to selected friends</para>
 /// </summary>
 public static void ActivateGameOverlayInviteDialogConnectString(string pchConnectString)
 {
     InteropHelp.TestIfAvailableClient();
     using (var pchConnectString2 = new InteropHelp.UTF8StringHandle(pchConnectString)) {
         NativeMethods.ISteamFriends_ActivateGameOverlayInviteDialogConnectString(CSteamAPIContext.GetSteamFriends(), pchConnectString2);
     }
 }
Exemple #7
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 /// <summary>
 /// <para> returns the current status of the specified user</para>
 /// <para> 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</para>
 /// </summary>
 public static EPersonaState GetFriendPersonaState(CSteamID steamIDFriend)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamFriends_GetFriendPersonaState(CSteamAPIContext.GetSteamFriends(), steamIDFriend));
 }
Exemple #8
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 public static CSteamID GetChatMemberByIndex(CSteamID steamIDClan, int iUser)
 {
     InteropHelp.TestIfAvailableClient();
     return((CSteamID)NativeMethods.ISteamFriends_GetChatMemberByIndex(CSteamAPIContext.GetSteamFriends(), steamIDClan, iUser));
 }
Exemple #9
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 /// <summary>
 /// <para> friend iteration</para>
 /// <para> takes a set of k_EFriendFlags, and returns the number of users the client knows about who meet that criteria</para>
 /// <para> then GetFriendByIndex() can then be used to return the id's of each of those users</para>
 /// </summary>
 public static int GetFriendCount(EFriendFlags iFriendFlags)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamFriends_GetFriendCount(CSteamAPIContext.GetSteamFriends(), iFriendFlags));
 }
Exemple #10
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 public static bool LeaveClanChatRoom(CSteamID steamIDClan)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamFriends_LeaveClanChatRoom(CSteamAPIContext.GetSteamFriends(), steamIDClan));
 }
Exemple #11
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 public static int GetClanChatMemberCount(CSteamID steamIDClan)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamFriends_GetClanChatMemberCount(CSteamAPIContext.GetSteamFriends(), steamIDClan));
 }
Exemple #12
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 /// <summary>
 /// <para> chat interface for games</para>
 /// <para> this allows in-game access to group (clan) chats from in the game</para>
 /// <para> 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</para>
 /// <para> use ActivateGameOverlayToUser( "chat", steamIDClan ) to open the in-game overlay version of the chat</para>
 /// </summary>
 public static SteamAPICall_t JoinClanChatRoom(CSteamID steamIDClan)
 {
     InteropHelp.TestIfAvailableClient();
     return((SteamAPICall_t)NativeMethods.ISteamFriends_JoinClanChatRoom(CSteamAPIContext.GetSteamFriends(), steamIDClan));
 }
Exemple #13
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 public static AppId_t GetFriendCoplayGame(CSteamID steamIDFriend)
 {
     InteropHelp.TestIfAvailableClient();
     return((AppId_t)NativeMethods.ISteamFriends_GetFriendCoplayGame(CSteamAPIContext.GetSteamFriends(), steamIDFriend));
 }
Exemple #14
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 public static CSteamID GetCoplayFriend(int iCoplayFriend)
 {
     InteropHelp.TestIfAvailableClient();
     return((CSteamID)NativeMethods.ISteamFriends_GetCoplayFriend(CSteamAPIContext.GetSteamFriends(), iCoplayFriend));
 }
Exemple #15
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 /// <summary>
 /// <para> activates game overlay to open the remote play together invite dialog. Invitations will be sent for remote play together</para>
 /// </summary>
 public static void ActivateGameOverlayRemotePlayTogetherInviteDialog(CSteamID steamIDLobby)
 {
     InteropHelp.TestIfAvailableClient();
     NativeMethods.ISteamFriends_ActivateGameOverlayRemotePlayTogetherInviteDialog(CSteamAPIContext.GetSteamFriends(), steamIDLobby);
 }
Exemple #16
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 public static bool IsClanChatAdmin(CSteamID steamIDClanChat, CSteamID steamIDUser)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamFriends_IsClanChatAdmin(CSteamAPIContext.GetSteamFriends(), steamIDClanChat, steamIDUser));
 }
Exemple #17
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 /// <summary>
 /// <para> returns the steamID of a user</para>
 /// <para> iFriend is a index of range [0, GetFriendCount())</para>
 /// <para> iFriendsFlags must be the same value as used in GetFriendCount()</para>
 /// <para> the returned CSteamID can then be used by all the functions below to access details about the user</para>
 /// </summary>
 public static CSteamID GetFriendByIndex(int iFriend, EFriendFlags iFriendFlags)
 {
     InteropHelp.TestIfAvailableClient();
     return((CSteamID)NativeMethods.ISteamFriends_GetFriendByIndex(CSteamAPIContext.GetSteamFriends(), iFriend, iFriendFlags));
 }
Exemple #18
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 public static bool CloseClanChatWindowInSteam(CSteamID steamIDClanChat)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamFriends_CloseClanChatWindowInSteam(CSteamAPIContext.GetSteamFriends(), steamIDClanChat));
 }
Exemple #19
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 /// <summary>
 /// <para> returns a relationship to a user</para>
 /// </summary>
 public static EFriendRelationship GetFriendRelationship(CSteamID steamIDFriend)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamFriends_GetFriendRelationship(CSteamAPIContext.GetSteamFriends(), steamIDFriend));
 }
Exemple #20
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 /// <summary>
 /// <para> peer-to-peer chat interception</para>
 /// <para> this is so you can show P2P chats inline in the game</para>
 /// </summary>
 public static bool SetListenForFriendsMessages(bool bInterceptEnabled)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamFriends_SetListenForFriendsMessages(CSteamAPIContext.GetSteamFriends(), bInterceptEnabled));
 }
Exemple #21
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 /// <summary>
 /// <para> returns true if the friend is actually in a game, and fills in pFriendGameInfo with an extra details</para>
 /// </summary>
 public static bool GetFriendGamePlayed(CSteamID steamIDFriend, out FriendGameInfo_t pFriendGameInfo)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamFriends_GetFriendGamePlayed(CSteamAPIContext.GetSteamFriends(), steamIDFriend, out pFriendGameInfo));
 }
Exemple #22
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 public static SteamAPICall_t IsFollowing(CSteamID steamID)
 {
     InteropHelp.TestIfAvailableClient();
     return((SteamAPICall_t)NativeMethods.ISteamFriends_IsFollowing(CSteamAPIContext.GetSteamFriends(), steamID));
 }
Exemple #23
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 /// <summary>
 /// <para> friends steam level</para>
 /// </summary>
 public static int GetFriendSteamLevel(CSteamID steamIDFriend)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamFriends_GetFriendSteamLevel(CSteamAPIContext.GetSteamFriends(), steamIDFriend));
 }
Exemple #24
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 public static SteamAPICall_t EnumerateFollowingList(uint unStartIndex)
 {
     InteropHelp.TestIfAvailableClient();
     return((SteamAPICall_t)NativeMethods.ISteamFriends_EnumerateFollowingList(CSteamAPIContext.GetSteamFriends(), unStartIndex));
 }
Exemple #25
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 /// <summary>
 /// <para> returns the friends group ID for the given index (invalid indices return k_FriendsGroupID_Invalid)</para>
 /// </summary>
 public static FriendsGroupID_t GetFriendsGroupIDByIndex(int iFG)
 {
     InteropHelp.TestIfAvailableClient();
     return((FriendsGroupID_t)NativeMethods.ISteamFriends_GetFriendsGroupIDByIndex(CSteamAPIContext.GetSteamFriends(), iFG));
 }
Exemple #26
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 public static bool IsClanOfficialGameGroup(CSteamID steamIDClan)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamFriends_IsClanOfficialGameGroup(CSteamAPIContext.GetSteamFriends(), steamIDClan));
 }
Exemple #27
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 /// <summary>
 /// <para> returns the number of members in a given friends group</para>
 /// </summary>
 public static int GetFriendsGroupMembersCount(FriendsGroupID_t friendsGroupID)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamFriends_GetFriendsGroupMembersCount(CSteamAPIContext.GetSteamFriends(), friendsGroupID));
 }
Exemple #28
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 /// <summary>
 /// <para>/ Return the number of chats (friends or chat rooms) with unread messages.</para>
 /// <para>/ A "priority" message is one that would generate some sort of toast or</para>
 /// <para>/ notification, and depends on user settings.</para>
 /// <para>/</para>
 /// <para>/ You can register for UnreadChatMessagesChanged_t callbacks to know when this</para>
 /// <para>/ has potentially changed.</para>
 /// </summary>
 public static int GetNumChatsWithUnreadPriorityMessages()
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamFriends_GetNumChatsWithUnreadPriorityMessages(CSteamAPIContext.GetSteamFriends()));
 }
Exemple #29
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 /// <summary>
 /// <para> returns true if the specified user meets any of the criteria specified in iFriendFlags</para>
 /// <para> iFriendFlags can be the union (binary or, |) of one or more k_EFriendFlags values</para>
 /// </summary>
 public static bool HasFriend(CSteamID steamIDFriend, EFriendFlags iFriendFlags)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamFriends_HasFriend(CSteamAPIContext.GetSteamFriends(), steamIDFriend, iFriendFlags));
 }
Exemple #30
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 /// <summary>
 /// <para> Requests rich presence for a specific user.</para>
 /// </summary>
 public static void RequestFriendRichPresence(CSteamID steamIDFriend)
 {
     InteropHelp.TestIfAvailableClient();
     NativeMethods.ISteamFriends_RequestFriendRichPresence(CSteamAPIContext.GetSteamFriends(), steamIDFriend);
 }