//====== Copyright © 1996-2009, Valve Corporation, All rights reserved. ======= // // Purpose: interface to stats, achievements, and leaderboards // //============================================================================= #ifndef ISTEAMUSERSTATS_H #define ISTEAMUSERSTATS_H #ifdef _WIN32 #pragma once #endif #include "isteamclient.h" // size limit on stat or achievement name (UTF-8 encoded) enum { k_cchStatNameMax = 128 }; // maximum number of bytes for a leaderboard name (UTF-8 encoded) enum { k_cchLeaderboardNameMax = 128 }; // maximum number of details int32's storable for a single leaderboard entry enum { k_cLeaderboardDetailsMax = 64 }; // handle to a single leaderboard typedef uint64 SteamLeaderboard_t; // handle to a set of downloaded entries in a leaderboard typedef uint64 SteamLeaderboardEntries_t; // type of data request, when downloading leaderboard entries enum ELeaderboardDataRequest { k_ELeaderboardDataRequestGlobal = 0, k_ELeaderboardDataRequestGlobalAroundUser = 1, k_ELeaderboardDataRequestFriends = 2, }; // the sort order of a leaderboard enum ELeaderboardSortMethod { k_ELeaderboardSortMethodNone = 0, k_ELeaderboardSortMethodAscending = 1, // top-score is lowest number k_ELeaderboardSortMethodDescending = 2, // top-score is highest number }; // the display type (used by the Steam Community web site) for a leaderboard enum ELeaderboardDisplayType { k_ELeaderboardDisplayTypeNone = 0, k_ELeaderboardDisplayTypeNumeric = 1, // simple numerical score k_ELeaderboardDisplayTypeTimeSeconds = 2, // the score represents a time, in seconds k_ELeaderboardDisplayTypeTimeMilliSeconds = 3, // the score represents a time, in milliseconds }; enum ELeaderboardUploadScoreMethod { k_ELeaderboardUploadScoreMethodNone = 0, k_ELeaderboardUploadScoreMethodKeepBest = 1, // Leaderboard will keep user's best score k_ELeaderboardUploadScoreMethodForceUpdate = 2, // Leaderboard will always replace score with specified }; // a single entry in a leaderboard, as returned by GetDownloadedLeaderboardEntry() struct LeaderboardEntry_t { CSteamID m_steamIDUser; // user with the entry - use SteamFriends()->GetFriendPersonaName() & SteamFriends()->GetFriendAvatar() to get more info int32 m_nGlobalRank; // [1..N], where N is the number of users with an entry in the leaderboard int32 m_nScore; // score as set in the leaderboard int32 m_cDetails; // number of int32 details available for this entry }; //----------------------------------------------------------------------------- // Purpose: Functions for accessing stats, achievements, and leaderboard information //----------------------------------------------------------------------------- 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; // Reset stats virtual bool ResetAllStats( bool bAchievementsToo ) = 0; // Leaderboard functions // asks the Steam back-end for a leaderboard by name, and will create it if it's not yet // This call is asynchronous, with the result returned in LeaderboardFindResult_t virtual SteamAPICall_t FindOrCreateLeaderboard( const char *pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType ) = 0; // as above, but won't create the leaderboard if it's not found // This call is asynchronous, with the result returned in LeaderboardFindResult_t virtual SteamAPICall_t FindLeaderboard( const char *pchLeaderboardName ) = 0; // returns the name of a leaderboard virtual const char *GetLeaderboardName( SteamLeaderboard_t hSteamLeaderboard ) = 0; // returns the total number of entries in a leaderboard, as of the last request virtual int GetLeaderboardEntryCount( SteamLeaderboard_t hSteamLeaderboard ) = 0; // returns the sort method of the leaderboard virtual ELeaderboardSortMethod GetLeaderboardSortMethod( SteamLeaderboard_t hSteamLeaderboard ) = 0; // returns the display type of the leaderboard virtual ELeaderboardDisplayType GetLeaderboardDisplayType( SteamLeaderboard_t hSteamLeaderboard ) = 0; // Asks the Steam back-end for a set of rows in the leaderboard. // This call is asynchronous, with the result returned in LeaderboardScoresDownloaded_t // LeaderboardScoresDownloaded_t will contain a handle to pull the results from GetDownloadedLeaderboardEntries() (below) // You can ask for more entries than exist, and it will return as many as do exist. // k_ELeaderboardDataRequestGlobal requests rows in the leaderboard from the full table, with nRangeStart & nRangeEnd in the range [1, TotalEntries] // k_ELeaderboardDataRequestGlobalAroundUser requests rows around the current user, nRangeStart being negate // e.g. DownloadLeaderboardEntries( hLeaderboard, k_ELeaderboardDataRequestGlobalAroundUser, -3, 3 ) will return 7 rows, 3 before the user, 3 after // k_ELeaderboardDataRequestFriends requests all the rows for friends of the current user virtual SteamAPICall_t DownloadLeaderboardEntries( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd ) = 0; // Returns data about a single leaderboard entry // use a for loop from 0 to LeaderboardScoresDownloaded_t::m_cEntryCount to get all the downloaded entries // e.g. // void OnLeaderboardScoresDownloaded( LeaderboardScoresDownloaded_t *pLeaderboardScoresDownloaded ) // { // for ( int index = 0; index < pLeaderboardScoresDownloaded->m_cEntryCount; index++ ) // { // LeaderboardEntry_t leaderboardEntry; // int32 details[3]; // we know this is how many we've stored previously // GetDownloadedLeaderboardEntry( pLeaderboardScoresDownloaded->m_hSteamLeaderboardEntries, index, &leaderboardEntry, details, 3 ); // assert( leaderboardEntry.m_cDetails == 3 ); // ... // } // once you've accessed all the entries, the data will be free'd, and the SteamLeaderboardEntries_t handle will become invalid virtual bool GetDownloadedLeaderboardEntry( SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t *pLeaderboardEntry, int32 *pDetails, int cDetailsMax ) = 0; // Uploads a user score to the Steam back-end. // This call is asynchronous, with the result returned in LeaderboardScoreUploaded_t // Details are extra game-defined information regarding how the user got that score // pScoreDetails points to an array of int32's, cScoreDetailsCount is the number of int32's in the list virtual SteamAPICall_t UploadLeaderboardScore( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32 *pScoreDetails, int cScoreDetailsCount ) = 0; // Retrieves the number of players currently playing your game (online + offline) // This call is asynchronous, with the result returned in NumberOfCurrentPlayers_t virtual SteamAPICall_t GetNumberOfCurrentPlayers() = 0; }; #define STEAMUSERSTATS_INTERFACE_VERSION "STEAMUSERSTATS_INTERFACE_VERSION006" //----------------------------------------------------------------------------- // 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 }; //----------------------------------------------------------------------------- // Purpose: call result for finding a leaderboard, returned as a result of FindOrCreateLeaderboard() or FindLeaderboard() // use CCallResult<> to map this async result to a member function //----------------------------------------------------------------------------- struct LeaderboardFindResult_t { enum { k_iCallback = k_iSteamUserStatsCallbacks + 4 }; SteamLeaderboard_t m_hSteamLeaderboard; // handle to the leaderboard serarched for, 0 if no leaderboard found uint8 m_bLeaderboardFound; // 0 if no leaderboard found }; //----------------------------------------------------------------------------- // Purpose: call result indicating scores for a leaderboard have been downloaded and are ready to be retrieved, returned as a result of DownloadLeaderboardEntries() // use CCallResult<> to map this async result to a member function //----------------------------------------------------------------------------- struct LeaderboardScoresDownloaded_t { enum { k_iCallback = k_iSteamUserStatsCallbacks + 5 }; SteamLeaderboard_t m_hSteamLeaderboard; SteamLeaderboardEntries_t m_hSteamLeaderboardEntries; // the handle to pass into GetDownloadedLeaderboardEntries() int m_cEntryCount; // the number of entries downloaded }; //----------------------------------------------------------------------------- // Purpose: call result indicating scores has been uploaded, returned as a result of UploadLeaderboardScore() // use CCallResult<> to map this async result to a member function //----------------------------------------------------------------------------- struct LeaderboardScoreUploaded_t { enum { k_iCallback = k_iSteamUserStatsCallbacks + 6 }; uint8 m_bSuccess; // 1 if the call was successful SteamLeaderboard_t m_hSteamLeaderboard; // the leaderboard handle that was int32 m_nScore; // the score that was attempted to set uint8 m_bScoreChanged; // true if the score in the leaderboard change, false if the existing score was better int m_nGlobalRankNew; // the new global rank of the user in this leaderboard int m_nGlobalRankPrevious; // the previous global rank of the user in this leaderboard; 0 if the user had no existing entry in the leaderboard }; struct NumberOfCurrentPlayers_t { enum { k_iCallback = k_iSteamUserStatsCallbacks + 7 }; uint8 m_bSuccess; // 1 if the call was successful int32 m_cPlayers; // Number of players currently playing }; #endif // ISTEAMUSER_H