88 lines
4.1 KiB
C
88 lines
4.1 KiB
C
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//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose: interface to user account information in Steam
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//
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//=============================================================================
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#ifndef ISTEAMUSERSTATS_H
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#define ISTEAMUSERSTATS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "isteamclient.h"
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// size limit on stat or achievement name
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const uint32 k_cchStatNameMax = 128;
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class ISteamUserStats
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{
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public:
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virtual uint32 GetNumStats( CGameID nGameID ) = 0;
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virtual const char *GetStatName( CGameID nGameID, uint32 iStat ) = 0;
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virtual ESteamUserStatType GetStatType( CGameID nGameID, const char *pchName ) = 0;
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virtual uint32 GetNumAchievements( CGameID nGameID ) = 0;
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virtual const char *GetAchievementName( CGameID nGameID, uint32 iAchievement ) = 0;
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virtual uint32 GetNumGroupAchievements( CGameID nGameID ) = 0;
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virtual const char *GetGroupAchievementName( CGameID nGameID, uint32 iAchievement ) = 0;
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virtual bool RequestCurrentStats( CGameID nGameID ) = 0;
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virtual bool GetStat( CGameID nGameID, const char *pchName, int32 *pData ) = 0;
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virtual bool GetStat( CGameID nGameID, const char *pchName, float *pData ) = 0;
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virtual bool SetStat( CGameID nGameID, const char *pchName, int32 nData ) = 0;
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virtual bool SetStat( CGameID nGameID, const char *pchName, float fData ) = 0;
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virtual bool UpdateAvgRateStat( CGameID nGameID, const char *pchName, float flCountThisSession, double dSessionLength ) = 0;
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virtual bool GetAchievement( CGameID nGameID, const char *pchName, bool *pbAchieved ) = 0;
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virtual bool GetGroupAchievement( CGameID nGameID, const char *pchName, bool *pbAchieved ) = 0;
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virtual bool SetAchievement( CGameID nGameID, const char *pchName ) = 0;
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virtual bool SetGroupAchievement( CGameID nGameID, const char *pchName ) = 0;
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virtual bool StoreStats( CGameID nGameID ) = 0;
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virtual bool ClearAchievement( CGameID nGameID, const char *pchName ) = 0;
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virtual bool ClearGroupAchievement( CGameID nGameID, const char *pchName ) = 0;
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virtual int GetAchievementIcon( CGameID nGameID, const char *pchName ) = 0;
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virtual const char *GetAchievementDisplayAttribute( CGameID nGameID, const char *pchName, const char *pchKey ) = 0;
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};
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#define STEAMUSERSTATS_INTERFACE_VERSION "STEAMUSERSTATS_INTERFACE_VERSION001"
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//-----------------------------------------------------------------------------
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// Purpose: called when the latests stats and achievements have been received
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// from the server
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//-----------------------------------------------------------------------------
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struct UserStatsReceived_t
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{
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enum { k_iCallback = k_iSteamUserStatsCallbacks + 1 };
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uint64 m_nGameID; // Game these stats are for
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EResult m_eResult; // Success / error fetching the stats
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};
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//-----------------------------------------------------------------------------
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// Purpose: result of a request to store the user stats for a game
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//-----------------------------------------------------------------------------
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struct UserStatsStored_t
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{
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enum { k_iCallback = k_iSteamUserStatsCallbacks + 2 };
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uint64 m_nGameID; // Game these stats are for
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EResult m_eResult; // success / error
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};
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//-----------------------------------------------------------------------------
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// Purpose: result of a request to store the achievements for a game, or an
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// "indicate progress" call. If both m_nCurProgress and m_nMaxProgress
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// are zero, that means the achievement has been fully unlocked.
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//-----------------------------------------------------------------------------
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struct UserAchievementStored_t
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{
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enum { k_iCallback = k_iSteamUserStatsCallbacks + 3 };
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uint64 m_nGameID; // Game this is for
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bool m_bGroupAchievement; // if this is a "group" achievement
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char m_rgchAchievementName[k_cchStatNameMax]; // name of the achievement
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uint32 m_nCurProgress; // current progress towards the achievement
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uint32 m_nMaxProgress; // "out of" this many
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};
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#endif // ISTEAMUSER_H
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