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278 lines
14 KiB
C
278 lines
14 KiB
C
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//====== Copyright <20> 1996-2009, Valve Corporation, All rights reserved. =======
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//
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// Purpose: interface to stats, achievements, and leaderboards
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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 (UTF-8 encoded)
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enum { k_cchStatNameMax = 128 };
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// maximum number of bytes for a leaderboard name (UTF-8 encoded)
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enum { k_cchLeaderboardNameMax = 128 };
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// maximum number of details int32's storable for a single leaderboard entry
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enum { k_cLeaderboardDetailsMax = 64 };
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// handle to a single leaderboard
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typedef uint64 SteamLeaderboard_t;
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// handle to a set of downloaded entries in a leaderboard
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typedef uint64 SteamLeaderboardEntries_t;
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// type of data request, when downloading leaderboard entries
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enum ELeaderboardDataRequest
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{
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k_ELeaderboardDataRequestGlobal = 0,
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k_ELeaderboardDataRequestGlobalAroundUser = 1,
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k_ELeaderboardDataRequestFriends = 2,
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};
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// the sort order of a leaderboard
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enum ELeaderboardSortMethod
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{
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k_ELeaderboardSortMethodNone = 0,
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k_ELeaderboardSortMethodAscending = 1, // top-score is lowest number
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k_ELeaderboardSortMethodDescending = 2, // top-score is highest number
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};
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// the display type (used by the Steam Community web site) for a leaderboard
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enum ELeaderboardDisplayType
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{
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k_ELeaderboardDisplayTypeNone = 0,
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k_ELeaderboardDisplayTypeNumeric = 1, // simple numerical score
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k_ELeaderboardDisplayTypeTimeSeconds = 2, // the score represents a time, in seconds
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k_ELeaderboardDisplayTypeTimeMilliSeconds = 3, // the score represents a time, in milliseconds
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};
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enum ELeaderboardUploadScoreMethod
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{
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k_ELeaderboardUploadScoreMethodNone = 0,
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k_ELeaderboardUploadScoreMethodKeepBest = 1, // Leaderboard will keep user's best score
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k_ELeaderboardUploadScoreMethodForceUpdate = 2, // Leaderboard will always replace score with specified
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};
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// a single entry in a leaderboard, as returned by GetDownloadedLeaderboardEntry()
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struct LeaderboardEntry_t
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{
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CSteamID m_steamIDUser; // user with the entry - use SteamFriends()->GetFriendPersonaName() & SteamFriends()->GetFriendAvatar() to get more info
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int32 m_nGlobalRank; // [1..N], where N is the number of users with an entry in the leaderboard
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int32 m_nScore; // score as set in the leaderboard
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int32 m_cDetails; // number of int32 details available for this entry
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};
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//-----------------------------------------------------------------------------
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// Purpose: Functions for accessing stats, achievements, and leaderboard information
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//-----------------------------------------------------------------------------
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class ISteamUserStats
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{
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public:
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// Ask the server to send down this user's data and achievements for this game
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virtual bool RequestCurrentStats() = 0;
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// Data accessors
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virtual bool GetStat( const char *pchName, int32 *pData ) = 0;
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virtual bool GetStat( const char *pchName, float *pData ) = 0;
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// Set / update data
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virtual bool SetStat( const char *pchName, int32 nData ) = 0;
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virtual bool SetStat( const char *pchName, float fData ) = 0;
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virtual bool UpdateAvgRateStat( const char *pchName, float flCountThisSession, double dSessionLength ) = 0;
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// Achievement flag accessors
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virtual bool GetAchievement( const char *pchName, bool *pbAchieved ) = 0;
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virtual bool SetAchievement( const char *pchName ) = 0;
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virtual bool ClearAchievement( const char *pchName ) = 0;
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// Store the current data on the server, will get a callback when set
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// And one callback for every new achievement
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virtual bool StoreStats() = 0;
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// Achievement / GroupAchievement metadata
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// Gets the icon of the achievement, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
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virtual int GetAchievementIcon( const char *pchName ) = 0;
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// Get general attributes (display name / text, etc) for an Achievement
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virtual const char *GetAchievementDisplayAttribute( const char *pchName, const char *pchKey ) = 0;
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// Achievement progress - triggers an AchievementProgress callback, that is all.
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// Calling this w/ N out of N progress will NOT set the achievement, the game must still do that.
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virtual bool IndicateAchievementProgress( const char *pchName, uint32 nCurProgress, uint32 nMaxProgress ) = 0;
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// Friends stats & achievements
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// downloads stats for the user
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// returns a UserStatsReceived_t received when completed
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// if the other user has no stats, UserStatsReceived_t.m_eResult will be set to k_EResultFail
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// these stats won't be auto-updated; you'll need to call RequestUserStats() again to refresh any data
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virtual SteamAPICall_t RequestUserStats( CSteamID steamIDUser ) = 0;
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// requests stat information for a user, usable after a successful call to RequestUserStats()
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virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData ) = 0;
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virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData ) = 0;
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virtual bool GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved ) = 0;
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// Reset stats
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virtual bool ResetAllStats( bool bAchievementsToo ) = 0;
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// Leaderboard functions
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// asks the Steam back-end for a leaderboard by name, and will create it if it's not yet
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// This call is asynchronous, with the result returned in LeaderboardFindResult_t
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virtual SteamAPICall_t FindOrCreateLeaderboard( const char *pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType ) = 0;
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// as above, but won't create the leaderboard if it's not found
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// This call is asynchronous, with the result returned in LeaderboardFindResult_t
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virtual SteamAPICall_t FindLeaderboard( const char *pchLeaderboardName ) = 0;
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// returns the name of a leaderboard
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virtual const char *GetLeaderboardName( SteamLeaderboard_t hSteamLeaderboard ) = 0;
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// returns the total number of entries in a leaderboard, as of the last request
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virtual int GetLeaderboardEntryCount( SteamLeaderboard_t hSteamLeaderboard ) = 0;
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// returns the sort method of the leaderboard
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virtual ELeaderboardSortMethod GetLeaderboardSortMethod( SteamLeaderboard_t hSteamLeaderboard ) = 0;
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// returns the display type of the leaderboard
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virtual ELeaderboardDisplayType GetLeaderboardDisplayType( SteamLeaderboard_t hSteamLeaderboard ) = 0;
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// Asks the Steam back-end for a set of rows in the leaderboard.
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// This call is asynchronous, with the result returned in LeaderboardScoresDownloaded_t
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// LeaderboardScoresDownloaded_t will contain a handle to pull the results from GetDownloadedLeaderboardEntries() (below)
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// You can ask for more entries than exist, and it will return as many as do exist.
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// k_ELeaderboardDataRequestGlobal requests rows in the leaderboard from the full table, with nRangeStart & nRangeEnd in the range [1, TotalEntries]
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// k_ELeaderboardDataRequestGlobalAroundUser requests rows around the current user, nRangeStart being negate
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// e.g. DownloadLeaderboardEntries( hLeaderboard, k_ELeaderboardDataRequestGlobalAroundUser, -3, 3 ) will return 7 rows, 3 before the user, 3 after
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// k_ELeaderboardDataRequestFriends requests all the rows for friends of the current user
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virtual SteamAPICall_t DownloadLeaderboardEntries( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd ) = 0;
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// Returns data about a single leaderboard entry
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// use a for loop from 0 to LeaderboardScoresDownloaded_t::m_cEntryCount to get all the downloaded entries
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// e.g.
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// void OnLeaderboardScoresDownloaded( LeaderboardScoresDownloaded_t *pLeaderboardScoresDownloaded )
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// {
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// for ( int index = 0; index < pLeaderboardScoresDownloaded->m_cEntryCount; index++ )
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// {
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// LeaderboardEntry_t leaderboardEntry;
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// int32 details[3]; // we know this is how many we've stored previously
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// GetDownloadedLeaderboardEntry( pLeaderboardScoresDownloaded->m_hSteamLeaderboardEntries, index, &leaderboardEntry, details, 3 );
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// assert( leaderboardEntry.m_cDetails == 3 );
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// ...
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// }
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// once you've accessed all the entries, the data will be free'd, and the SteamLeaderboardEntries_t handle will become invalid
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virtual bool GetDownloadedLeaderboardEntry( SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t *pLeaderboardEntry, int32 *pDetails, int cDetailsMax ) = 0;
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// Uploads a user score to the Steam back-end.
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// This call is asynchronous, with the result returned in LeaderboardScoreUploaded_t
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// Details are extra game-defined information regarding how the user got that score
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// pScoreDetails points to an array of int32's, cScoreDetailsCount is the number of int32's in the list
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virtual SteamAPICall_t UploadLeaderboardScore( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32 *pScoreDetails, int cScoreDetailsCount ) = 0;
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// Retrieves the number of players currently playing your game (online + offline)
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// This call is asynchronous, with the result returned in NumberOfCurrentPlayers_t
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virtual SteamAPICall_t GetNumberOfCurrentPlayers() = 0;
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};
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#define STEAMUSERSTATS_INTERFACE_VERSION "STEAMUSERSTATS_INTERFACE_VERSION006"
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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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CSteamID m_steamIDUser; // The user for whom the stats are retrieved for
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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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//-----------------------------------------------------------------------------
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// Purpose: call result for finding a leaderboard, returned as a result of FindOrCreateLeaderboard() or FindLeaderboard()
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// use CCallResult<> to map this async result to a member function
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//-----------------------------------------------------------------------------
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struct LeaderboardFindResult_t
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{
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enum { k_iCallback = k_iSteamUserStatsCallbacks + 4 };
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SteamLeaderboard_t m_hSteamLeaderboard; // handle to the leaderboard serarched for, 0 if no leaderboard found
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uint8 m_bLeaderboardFound; // 0 if no leaderboard found
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};
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//-----------------------------------------------------------------------------
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// Purpose: call result indicating scores for a leaderboard have been downloaded and are ready to be retrieved, returned as a result of DownloadLeaderboardEntries()
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// use CCallResult<> to map this async result to a member function
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//-----------------------------------------------------------------------------
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struct LeaderboardScoresDownloaded_t
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{
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enum { k_iCallback = k_iSteamUserStatsCallbacks + 5 };
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SteamLeaderboard_t m_hSteamLeaderboard;
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SteamLeaderboardEntries_t m_hSteamLeaderboardEntries; // the handle to pass into GetDownloadedLeaderboardEntries()
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int m_cEntryCount; // the number of entries downloaded
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};
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//-----------------------------------------------------------------------------
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// Purpose: call result indicating scores has been uploaded, returned as a result of UploadLeaderboardScore()
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// use CCallResult<> to map this async result to a member function
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//-----------------------------------------------------------------------------
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struct LeaderboardScoreUploaded_t
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{
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enum { k_iCallback = k_iSteamUserStatsCallbacks + 6 };
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uint8 m_bSuccess; // 1 if the call was successful
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SteamLeaderboard_t m_hSteamLeaderboard; // the leaderboard handle that was
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int32 m_nScore; // the score that was attempted to set
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uint8 m_bScoreChanged; // true if the score in the leaderboard change, false if the existing score was better
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int m_nGlobalRankNew; // the new global rank of the user in this leaderboard
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int m_nGlobalRankPrevious; // the previous global rank of the user in this leaderboard; 0 if the user had no existing entry in the leaderboard
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};
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struct NumberOfCurrentPlayers_t
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{
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enum { k_iCallback = k_iSteamUserStatsCallbacks + 7 };
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uint8 m_bSuccess; // 1 if the call was successful
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int32 m_cPlayers; // Number of players currently playing
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};
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#endif // ISTEAMUSER_H
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