Esempio n. 1
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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));
 }
Esempio n. 2
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 /// <summary>
 /// <para> returns the steamID of a clan officer, by index, of range [0,GetClanOfficerCount)</para>
 /// </summary>
 public static CSteamID GetClanOfficerByIndex(CSteamID steamIDClan, int iOfficer)
 {
     InteropHelp.TestIfAvailableClient();
     return((CSteamID)NativeMethods.ISteamFriends_GetClanOfficerByIndex(CSteamAPIContext.GetSteamFriends(), steamIDClan, iOfficer));
 }
Esempio n. 3
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 public static void ClearRichPresence()
 {
     InteropHelp.TestIfAvailableClient();
     NativeMethods.ISteamFriends_ClearRichPresence(CSteamAPIContext.GetSteamFriends());
 }
Esempio n. 4
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 /// <summary>
 /// <para> requests information about a user - persona name &amp; avatar</para>
 /// <para> if bRequireNameOnly is set, then the avatar of a user isn't downloaded</para>
 /// <para> - it's a lot slower to download avatars and churns the local cache, so if you don't need avatars, don't request them</para>
 /// <para> if returns true, it means that data is being requested, and a PersonaStateChanged_t callback will be posted when it's retrieved</para>
 /// <para> if returns false, it means that we already have all the details about that user, and functions can be called immediately</para>
 /// </summary>
 public static bool RequestUserInformation(CSteamID steamIDUser, bool bRequireNameOnly)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamFriends_RequestUserInformation(CSteamAPIContext.GetSteamFriends(), steamIDUser, bRequireNameOnly));
 }
Esempio n. 5
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 /// <summary>
 /// <para> iteration of clan officers - can only be done when a RequestClanOfficerList() call has completed</para>
 /// <para> returns the steamID of the clan owner</para>
 /// </summary>
 public static CSteamID GetClanOwner(CSteamID steamIDClan)
 {
     InteropHelp.TestIfAvailableClient();
     return((CSteamID)NativeMethods.ISteamFriends_GetClanOwner(CSteamAPIContext.GetSteamFriends(), steamIDClan));
 }
Esempio n. 6
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 /// <summary>
 /// <para> activates game overlay to store page for app</para>
 /// </summary>
 public static void ActivateGameOverlayToStore(AppId_t nAppID, EOverlayToStoreFlag eFlag)
 {
     InteropHelp.TestIfAvailableClient();
     NativeMethods.ISteamFriends_ActivateGameOverlayToStore(CSteamAPIContext.GetSteamFriends(), nAppID, eFlag);
 }
Esempio n. 7
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 /// <summary>
 /// <para> activates game overlay to open the invite dialog. Invitations will be sent for the provided lobby.</para>
 /// </summary>
 public static void ActivateGameOverlayInviteDialog(CSteamID steamIDLobby)
 {
     InteropHelp.TestIfAvailableClient();
     NativeMethods.ISteamFriends_ActivateGameOverlayInviteDialog(CSteamAPIContext.GetSteamFriends(), steamIDLobby);
 }
Esempio n. 8
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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);
 }
Esempio n. 9
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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));
 }
Esempio n. 10
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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)));
 }
Esempio n. 11
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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));
 }
Esempio n. 12
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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));
 }
Esempio n. 13
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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)));
 }
Esempio n. 14
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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)));
 }
Esempio n. 15
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 /// <summary>
 /// <para> returns true if the local user can see that steamIDUser is a member or in steamIDSource</para>
 /// </summary>
 public static bool IsUserInSource(CSteamID steamIDUser, CSteamID steamIDSource)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamFriends_IsUserInSource(CSteamAPIContext.GetSteamFriends(), steamIDUser, steamIDSource));
 }
Esempio n. 16
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 public static CSteamID GetClanByIndex(int iClan)
 {
     InteropHelp.TestIfAvailableClient();
     return((CSteamID)NativeMethods.ISteamFriends_GetClanByIndex(CSteamAPIContext.GetSteamFriends(), iClan));
 }
Esempio n. 17
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 /// <summary>
 /// <para> User is in a game pressing the talk button (will suppress the microphone for all voice comms from the Steam friends UI)</para>
 /// </summary>
 public static void SetInGameVoiceSpeaking(CSteamID steamIDUser, bool bSpeaking)
 {
     InteropHelp.TestIfAvailableClient();
     NativeMethods.ISteamFriends_SetInGameVoiceSpeaking(CSteamAPIContext.GetSteamFriends(), steamIDUser, bSpeaking);
 }
Esempio n. 18
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 public static string GetClanTag(CSteamID steamIDClan)
 {
     InteropHelp.TestIfAvailableClient();
     return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamFriends_GetClanTag(CSteamAPIContext.GetSteamFriends(), steamIDClan)));
 }
Esempio n. 19
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 /// <summary>
 /// <para> Mark a target user as 'played with'. This is a client-side only feature that requires that the calling user is</para>
 /// <para> in game</para>
 /// </summary>
 public static void SetPlayedWith(CSteamID steamIDUserPlayedWith)
 {
     InteropHelp.TestIfAvailableClient();
     NativeMethods.ISteamFriends_SetPlayedWith(CSteamAPIContext.GetSteamFriends(), steamIDUserPlayedWith);
 }
Esempio n. 20
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 /// <summary>
 /// <para> returns the most recent information we have about what's happening in a clan</para>
 /// </summary>
 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));
 }
Esempio n. 21
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 /// <summary>
 /// <para> gets the large (184x184) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set</para>
 /// <para> returns -1 if this image has yet to be loaded, in this case wait for a AvatarImageLoaded_t callback and then call this again</para>
 /// </summary>
 public static int GetLargeFriendAvatar(CSteamID steamIDFriend)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamFriends_GetLargeFriendAvatar(CSteamAPIContext.GetSteamFriends(), steamIDFriend));
 }
Esempio n. 22
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 /// <summary>
 /// <para> 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</para>
 /// </summary>
 public static SteamAPICall_t DownloadClanActivityCounts(CSteamID[] psteamIDClans, int cClansToRequest)
 {
     InteropHelp.TestIfAvailableClient();
     return((SteamAPICall_t)NativeMethods.ISteamFriends_DownloadClanActivityCounts(CSteamAPIContext.GetSteamFriends(), psteamIDClans, cClansToRequest));
 }
Esempio n. 23
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 /// <summary>
 /// <para> requests information about a clan officer list</para>
 /// <para> when complete, data is returned in ClanOfficerListResponse_t call result</para>
 /// <para> this makes available the calls below</para>
 /// <para> you can only ask about clans that a user is a member of</para>
 /// <para> note that this won't download avatars automatically; if you get an officer,</para>
 /// <para> and no avatar image is available, call RequestUserInformation( steamID, false ) to download the avatar</para>
 /// </summary>
 public static SteamAPICall_t RequestClanOfficerList(CSteamID steamIDClan)
 {
     InteropHelp.TestIfAvailableClient();
     return((SteamAPICall_t)NativeMethods.ISteamFriends_RequestClanOfficerList(CSteamAPIContext.GetSteamFriends(), steamIDClan));
 }
Esempio n. 24
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 /// <summary>
 /// <para> returns the local players name - guaranteed to not be NULL.</para>
 /// <para> this is the same name as on the users community profile page</para>
 /// <para> this is stored in UTF-8 format</para>
 /// <para> like all the other interface functions that return a char *, it's important that this pointer is not saved</para>
 /// <para> off; it will eventually be free'd or re-allocated</para>
 /// </summary>
 public static string GetPersonaName()
 {
     InteropHelp.TestIfAvailableClient();
     return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamFriends_GetPersonaName(CSteamAPIContext.GetSteamFriends())));
 }
Esempio n. 25
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 /// <summary>
 /// <para> returns the number of officers in a clan (including the owner)</para>
 /// </summary>
 public static int GetClanOfficerCount(CSteamID steamIDClan)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamFriends_GetClanOfficerCount(CSteamAPIContext.GetSteamFriends(), steamIDClan));
 }
Esempio n. 26
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 /// <summary>
 /// <para> iterators for getting users in a chat room, lobby, game server or clan</para>
 /// <para> note that large clans that cannot be iterated by the local user</para>
 /// <para> note that the current user must be in a lobby to retrieve CSteamIDs of other users in that lobby</para>
 /// <para> steamIDSource can be the steamID of a group, game server, lobby or chat room</para>
 /// </summary>
 public static int GetFriendCountFromSource(CSteamID steamIDSource)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamFriends_GetFriendCountFromSource(CSteamAPIContext.GetSteamFriends(), steamIDSource));
 }
Esempio n. 27
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 /// <summary>
 /// <para> if current user is chat restricted, he can't send or receive any text/voice chat messages.</para>
 /// <para> the user can't see custom avatars. But the user can be online and send/recv game invites.</para>
 /// <para> a chat restricted user can't add friends or join any groups.</para>
 /// </summary>
 public static uint GetUserRestrictions()
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamFriends_GetUserRestrictions(CSteamAPIContext.GetSteamFriends()));
 }
Esempio n. 28
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 public static CSteamID GetFriendFromSourceByIndex(CSteamID steamIDSource, int iFriend)
 {
     InteropHelp.TestIfAvailableClient();
     return((CSteamID)NativeMethods.ISteamFriends_GetFriendFromSourceByIndex(CSteamAPIContext.GetSteamFriends(), steamIDSource, iFriend));
 }
Esempio n. 29
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 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)));
     }
 }
Esempio n. 30
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 public static bool BIsFeatureInBlockList(EParentalFeature eFeature)
 {
     InteropHelp.TestIfAvailableClient();
     return(NativeMethods.ISteamParentalSettings_BIsFeatureInBlockList(CSteamAPIContext.GetSteamParentalSettings(), eFeature));
 }