//====== 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: // Ask the server to send down this user's data and achievements for this game virtual bool RequestCurrentStats() = 0; // Data accessors virtual bool GetStat( const char *pchName, int32 *pData ) = 0; virtual bool GetStat( const char *pchName, float *pData ) = 0; // Set / update data virtual bool SetStat( const char *pchName, int32 nData ) = 0; virtual bool SetStat( const char *pchName, float fData ) = 0; virtual bool UpdateAvgRateStat( const char *pchName, float flCountThisSession, double dSessionLength ) = 0; // Achievement flag accessors virtual bool GetAchievement( const char *pchName, bool *pbAchieved ) = 0; virtual bool SetAchievement( const char *pchName ) = 0; virtual bool ClearAchievement( 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() = 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( const char *pchName ) = 0; // Get general attributes (display name / text, etc) for an Achievement virtual const char *GetAchievementDisplayAttribute( 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( const char *pchName, uint32 nCurProgress, uint32 nMaxProgress ) = 0; // Friends stats & achievements // downloads stats for the user // returns a UserStatsReceived_t received when completed // if the other user has no stats, UserStatsReceived_t.m_eResult will be set to k_EResultFail // these stats won't be auto-updated; you'll need to call RequestUserStats() again to refresh any data virtual SteamAPICall_t RequestUserStats( CSteamID steamIDUser ) = 0; // requests stat information for a user, usable after a successful call to RequestUserStats() virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData ) = 0; virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData ) = 0; virtual bool GetUserAchievement( CSteamID steamIDUser, const char *pchName, bool *pbAchieved ) = 0; }; #define STEAMUSERSTATS_INTERFACE_VERSION "STEAMUSERSTATS_INTERFACE_VERSION004" //----------------------------------------------------------------------------- // 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 CSteamID m_steamIDUser; // The user for whom the stats are retrieved for }; //----------------------------------------------------------------------------- // 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