//====== 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