Yucom/lsteamclient/steamworks_sdk_099w/isteamuserstats.h
Andrew Eikum 9ddc3052b6 lsteamclient: Synthesize SDK version 0.99w
For SteamUser006.
2019-02-14 08:32:39 -06:00

87 lines
4.1 KiB
C++

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