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hl2sdk/public/steam/isteamuserstats.h

113 lines
4.8 KiB
C++

//====== Copyright © 1996-2004, 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:
// The "schema" of a Game's UserData is really defined elsewhere, and
// the game should know it before accessing this interface. These top
// three functions are mostly provided for iteration / testing purposes.
// Get the number of stats fields for nGameID
virtual uint32 GetNumStats( CGameID nGameID ) = 0;
// Get stat name iStat in [0,GetNumStats)
virtual const char *GetStatName( CGameID nGameID, uint32 iStat ) = 0;
// Get type of this field
virtual ESteamUserStatType GetStatType( CGameID nGameID, const char *pchName ) = 0;
// Get the number of achievements for nGameID
virtual uint32 GetNumAchievements( CGameID nGameID ) = 0;
// Get achievement name iAchievement in [0,GetNumAchievements)
virtual const char *GetAchievementName( CGameID nGameID, uint32 iAchievement ) = 0;
// Ask the server to send down this user's data and achievements for nGameID
virtual bool RequestCurrentStats( CGameID nGameID ) = 0;
// Data accessors
virtual bool GetStat( CGameID nGameID, const char *pchName, int32 *pData ) = 0;
virtual bool GetStat( CGameID nGameID, const char *pchName, float *pData ) = 0;
// Set / update data
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, uint32 nCountThisSession, double dSessionLength ) = 0;
// Achievement flag accessors
virtual bool GetAchievement( CGameID nGameID, const char *pchName, bool *pbAchieved ) = 0;
virtual bool SetAchievement( CGameID nGameID, const char *pchName ) = 0;
virtual bool ClearAchievement( CGameID nGameID, const char *pchName ) = 0;
// Store the current data on the server, will get a callback when set
// And one callback for every new achievement
virtual bool StoreStats( CGameID nGameID ) = 0;
// Achievement / GroupAchievement metadata
// Gets the icon of the achievement, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
virtual int GetAchievementIcon( CGameID nGameID, const char *pchName ) = 0;
// Get general attributes (display name / text, etc) for an Achievement
virtual const char *GetAchievementDisplayAttribute( CGameID nGameID, const char *pchName, const char *pchKey ) = 0;
// Achievement progress - triggers an AchievementProgress callback, that is all.
// Calling this w/ N out of N progress will NOT set the achievement, the game must still do that.
virtual bool IndicateAchievementProgress( CGameID nGameID, const char *pchName, uint32 nCurProgress, uint32 nMaxProgress ) = 0;
};
#define STEAMUSERSTATS_INTERFACE_VERSION "STEAMUSERSTATS_INTERFACE_VERSION002"
//-----------------------------------------------------------------------------
// 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