
#ifndef ISTEAMUSER021_H
#define ISTEAMUSER021_H
#ifdef STEAM_WIN32
#pragma once
#endif


class ISteamUser021
{
public:
	// returns the HSteamUser this interface represents
	// this is only used internally by the API, and by a few select interfaces that support multi-user
	virtual HSteamUser GetHSteamUser() = 0;

	// returns true if the Steam client current has a live connection to the Steam servers. 
	// If false, it means there is no active connection due to either a networking issue on the local machine, or the Steam server is down/busy.
	// The Steam client will automatically be trying to recreate the connection as often as possible.
	virtual bool BLoggedOn() = 0;

	// returns the CSteamID of the account currently logged into the Steam client
	// a CSteamID is a unique identifier for an account, and used to differentiate users in all parts of the Steamworks API
	virtual CSteamID GetSteamID() = 0;

	// Multiplayer Authentication functions
	
	// InitiateGameConnection() starts the state machine for authenticating the game client with the game server
	// It is the client portion of a three-way handshake between the client, the game server, and the steam servers
	//
	// Parameters:
	// void *pAuthBlob - a pointer to empty memory that will be filled in with the authentication token.
	// int cbMaxAuthBlob - the number of bytes of allocated memory in pBlob. Should be at least 2048 bytes.
	// CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client
	// CGameID gameID - the ID of the current game. For games without mods, this is just CGameID( <appID> )
	// uint32 unIPServer, uint16 usPortServer - the IP address of the game server
	// bool bSecure - whether or not the client thinks that the game server is reporting itself as secure (i.e. VAC is running)
	//
	// return value - returns the number of bytes written to pBlob. If the return is 0, then the buffer passed in was too small, and the call has failed
	// The contents of pBlob should then be sent to the game server, for it to use to complete the authentication process.
	virtual int InitiateGameConnection( void *pAuthBlob, int cbMaxAuthBlob, CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer, bool bSecure ) = 0;

	// notify of disconnect
	// needs to occur when the game client leaves the specified game server, needs to match with the InitiateGameConnection() call
	virtual void TerminateGameConnection( uint32 unIPServer, uint16 usPortServer ) = 0;

	// Legacy functions

	// used by only a few games to track usage events
	virtual void TrackAppUsageEvent( CGameID gameID, int eAppUsageEvent, const char *pchExtraInfo = "" ) = 0;

	// get the local storage folder for current Steam account to write application data, e.g. save games, configs etc.
	// this will usually be something like "C:\Progam Files\Steam\userdata\<SteamID>\<AppID>\local"
	virtual bool GetUserDataFolder( char *pchBuffer, int cubBuffer ) = 0;

	// Starts voice recording. Once started, use GetVoice() to get the data
	virtual void StartVoiceRecording( ) = 0;

	// Stops voice recording. Because people often release push-to-talk keys early, the system will keep recording for
	// a little bit after this function is called. GetVoice() should continue to be called until it returns
	// k_eVoiceResultNotRecording
	virtual void StopVoiceRecording( ) = 0;

	// Determine the size of captured audio data that is available from GetVoice.
	// Most applications will only use compressed data and should ignore the other
	// parameters, which exist primarily for backwards compatibility. See comments
	// below for further explanation of "uncompressed" data.
	virtual EVoiceResult GetAvailableVoice( uint32 *pcbCompressed, uint32 *pcbUncompressed_Deprecated = 0, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated = 0 ) = 0;

	// ---------------------------------------------------------------------------
	// NOTE: "uncompressed" audio is a deprecated feature and should not be used
	// by most applications. It is raw single-channel 16-bit PCM wave data which
	// may have been run through preprocessing filters and/or had silence removed,
	// so the uncompressed audio could have a shorter duration than you expect.
	// There may be no data at all during long periods of silence. Also, fetching
	// uncompressed audio will cause GetVoice to discard any leftover compressed
	// audio, so you must fetch both types at once. Finally, GetAvailableVoice is
	// not precisely accurate when the uncompressed size is requested. So if you
	// really need to use uncompressed audio, you should call GetVoice frequently
	// with two very large (20kb+) output buffers instead of trying to allocate
	// perfectly-sized buffers. But most applications should ignore all of these
	// details and simply leave the "uncompressed" parameters as NULL/zero.
	// ---------------------------------------------------------------------------

	// Read captured audio data from the microphone buffer. This should be called
	// at least once per frame, and preferably every few milliseconds, to keep the
	// microphone input delay as low as possible. Most applications will only use
	// compressed data and should pass NULL/zero for the "uncompressed" parameters.
	// Compressed data can be transmitted by your application and decoded into raw
	// using the DecompressVoice function below.
	virtual EVoiceResult GetVoice( bool bWantCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, bool bWantUncompressed_Deprecated = false, void *pUncompressedDestBuffer_Deprecated = 0, uint32 cbUncompressedDestBufferSize_Deprecated = 0, uint32 *nUncompressBytesWritten_Deprecated = 0, uint32 nUncompressedVoiceDesiredSampleRate_Deprecated = 0 ) = 0;

	// Decodes the compressed voice data returned by GetVoice. The output data is
	// raw single-channel 16-bit PCM audio. The decoder supports any sample rate
	// from 11025 to 48000; see GetVoiceOptimalSampleRate() below for details.
	// If the output buffer is not large enough, then *nBytesWritten will be set
	// to the required buffer size, and k_EVoiceResultBufferTooSmall is returned.
	// It is suggested to start with a 20kb buffer and reallocate as necessary.
	virtual EVoiceResult DecompressVoice( const void *pCompressed, uint32 cbCompressed, void *pDestBuffer, uint32 cbDestBufferSize, uint32 *nBytesWritten, uint32 nDesiredSampleRate ) = 0;

	// This returns the native sample rate of the Steam voice decompressor; using
	// this sample rate for DecompressVoice will perform the least CPU processing.
	// However, the final audio quality will depend on how well the audio device
	// (and/or your application's audio output SDK) deals with lower sample rates.
	// You may find that you get the best audio output quality when you ignore
	// this function and use the native sample rate of your audio output device,
	// which is usually 48000 or 44100.
	virtual uint32 GetVoiceOptimalSampleRate() = 0;

	// Retrieve ticket to be sent to the entity who wishes to authenticate you. 
	// pcbTicket retrieves the length of the actual ticket.
	virtual HAuthTicket GetAuthSessionTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0;

	// Authenticate ticket from entity steamID to be sure it is valid and isnt reused
	// Registers for callbacks if the entity goes offline or cancels the ticket ( see ValidateAuthTicketResponse_t callback and EAuthSessionResponse )
	virtual EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID ) = 0;

	// Stop tracking started by BeginAuthSession - called when no longer playing game with this entity
	virtual void EndAuthSession( CSteamID steamID ) = 0;

	// Cancel auth ticket from GetAuthSessionTicket, called when no longer playing game with the entity you gave the ticket to
	virtual void CancelAuthTicket( HAuthTicket hAuthTicket ) = 0;

	// After receiving a user's authentication data, and passing it to BeginAuthSession, use this function
	// to determine if the user owns downloadable content specified by the provided AppID.
	virtual EUserHasLicenseForAppResult UserHasLicenseForApp( CSteamID steamID, AppId_t appID ) = 0;
	
	// returns true if this users looks like they are behind a NAT device. Only valid once the user has connected to steam 
	// (i.e a SteamServersConnected_t has been issued) and may not catch all forms of NAT.
	virtual bool BIsBehindNAT() = 0;

	// set data to be replicated to friends so that they can join your game
	// CSteamID steamIDGameServer - the steamID of the game server, received from the game server by the client
	// uint32 unIPServer, uint16 usPortServer - the IP address of the game server
	virtual void AdvertiseGame( CSteamID steamIDGameServer, uint32 unIPServer, uint16 usPortServer ) = 0;

	// Requests a ticket encrypted with an app specific shared key
	// pDataToInclude, cbDataToInclude will be encrypted into the ticket
	// ( This is asynchronous, you must wait for the ticket to be completed by the server )
	STEAM_CALL_RESULT( EncryptedAppTicketResponse_t )
	virtual SteamAPICall_t RequestEncryptedAppTicket( void *pDataToInclude, int cbDataToInclude ) = 0;

	// Retrieves a finished ticket.
	// If no ticket is available, or your buffer is too small, returns false.
	// Upon exit, *pcbTicket will be either the size of the ticket copied into your buffer
	// (if true was returned), or the size needed (if false was returned).  To determine the
	// proper size of the ticket, you can pass pTicket=NULL and cbMaxTicket=0; if a ticket
	// is available, *pcbTicket will contain the size needed, otherwise it will be zero.
	virtual bool GetEncryptedAppTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket ) = 0;

	// Trading Card badges data access
	// if you only have one set of cards, the series will be 1
	// the user has can have two different badges for a series; the regular (max level 5) and the foil (max level 1)
	virtual int GetGameBadgeLevel( int nSeries, bool bFoil ) = 0;

	// gets the Steam Level of the user, as shown on their profile
	virtual int GetPlayerSteamLevel() = 0;

	// Requests a URL which authenticates an in-game browser for store check-out,
	// and then redirects to the specified URL. As long as the in-game browser
	// accepts and handles session cookies, Steam microtransaction checkout pages
	// will automatically recognize the user instead of presenting a login page.
	// The result of this API call will be a StoreAuthURLResponse_t callback.
	// NOTE: The URL has a very short lifetime to prevent history-snooping attacks,
	// so you should only call this API when you are about to launch the browser,
	// or else immediately navigate to the result URL using a hidden browser window.
	// NOTE 2: The resulting authorization cookie has an expiration time of one day,
	// so it would be a good idea to request and visit a new auth URL every 12 hours.
	STEAM_CALL_RESULT( StoreAuthURLResponse_t )
	virtual SteamAPICall_t RequestStoreAuthURL( const char *pchRedirectURL ) = 0;

	// gets whether the users phone number is verified 
	virtual bool BIsPhoneVerified() = 0;

	// gets whether the user has two factor enabled on their account
	virtual bool BIsTwoFactorEnabled() = 0;

	// gets whether the users phone number is identifying
	virtual bool BIsPhoneIdentifying() = 0;

	// gets whether the users phone number is awaiting (re)verification
	virtual bool BIsPhoneRequiringVerification() = 0;

	STEAM_CALL_RESULT( MarketEligibilityResponse_t )
	virtual SteamAPICall_t GetMarketEligibility() = 0;

	// Retrieves anti indulgence / duration control for current user
	STEAM_CALL_RESULT( DurationControl_t )
	virtual SteamAPICall_t GetDurationControl() = 0;

	// Advise steam china duration control system about the online state of the game.
	// This will prevent offline gameplay time from counting against a user's
	// playtime limits.
	virtual bool BSetDurationControlOnlineState( EDurationControlOnlineState eNewState ) = 0;
};


#endif // ISTEAMUSER021_H
