/// <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)); }
/// <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)); }
public static void ClearRichPresence() { InteropHelp.TestIfAvailableClient(); NativeMethods.ISteamFriends_ClearRichPresence(CSteamAPIContext.GetSteamFriends()); }
/// <summary> /// <para> requests information about a user - persona name & 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)); }
/// <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)); }
/// <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); }
/// <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); }
/// <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); }
/// <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)); }
/// <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))); }
/// <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)); }
/// <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)); }
/// <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))); }
/// <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))); }
/// <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)); }
public static CSteamID GetClanByIndex(int iClan) { InteropHelp.TestIfAvailableClient(); return((CSteamID)NativeMethods.ISteamFriends_GetClanByIndex(CSteamAPIContext.GetSteamFriends(), iClan)); }
/// <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); }
public static string GetClanTag(CSteamID steamIDClan) { InteropHelp.TestIfAvailableClient(); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamFriends_GetClanTag(CSteamAPIContext.GetSteamFriends(), steamIDClan))); }
/// <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); }
/// <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)); }
/// <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)); }
/// <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)); }
/// <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)); }
/// <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()))); }
/// <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)); }
/// <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)); }
/// <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())); }
public static CSteamID GetFriendFromSourceByIndex(CSteamID steamIDSource, int iFriend) { InteropHelp.TestIfAvailableClient(); return((CSteamID)NativeMethods.ISteamFriends_GetFriendFromSourceByIndex(CSteamAPIContext.GetSteamFriends(), steamIDSource, iFriend)); }
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 bool BIsFeatureInBlockList(EParentalFeature eFeature) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamParentalSettings_BIsFeatureInBlockList(CSteamAPIContext.GetSteamParentalSettings(), eFeature)); }