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481 lines
24 KiB
C++
481 lines
24 KiB
C++
//====== 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 "steam_api_common.h"
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#include "isteamremotestorage.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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k_ELeaderboardDataRequestUsers = 3
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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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#if defined( VALVE_CALLBACK_PACK_SMALL )
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#pragma pack( push, 4 )
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#elif defined( VALVE_CALLBACK_PACK_LARGE )
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#pragma pack( push, 8 )
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#else
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#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
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#endif
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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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UGCHandle_t m_hUGC; // handle for UGC attached to the entry
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};
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#pragma pack( pop )
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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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STEAM_CALL_BACK( UserStatsReceived_t )
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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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// Get the achievement status, and the time it was unlocked if unlocked.
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// If the return value is true, but the unlock time is zero, that means it was unlocked before Steam
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// began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970.
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virtual bool GetAchievementAndUnlockTime( const char *pchName, bool *pbAchieved, uint32 *punUnlockTime ) = 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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//
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// If the callback has a result of k_EResultInvalidParam, one or more stats
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// uploaded has been rejected, either because they broke constraints
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// or were out of date. In this case the server sends back updated values.
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// The stats should be re-iterated to keep in sync.
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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 ISteamUtils::GetImageRGBA(), or 0 if none set.
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// A return value of 0 may indicate we are still fetching data, and you can wait for the UserAchievementIconFetched_t callback
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// which will notify you when the bits are ready. If the callback still returns zero, then there is no image set for the
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// specified achievement.
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virtual int GetAchievementIcon( const char *pchName ) = 0;
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// Get general attributes for an achievement. Accepts the following keys:
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// - "name" and "desc" for retrieving the localized achievement name and description (returned in UTF8)
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// - "hidden" for retrieving if an achievement is hidden (returns "0" when not hidden, "1" when hidden)
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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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// Used for iterating achievements. In general games should not need these functions because they should have a
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// list of existing achievements compiled into them
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virtual uint32 GetNumAchievements() = 0;
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// Get achievement name iAchievement in [0,GetNumAchievements)
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virtual const char *GetAchievementName( uint32 iAchievement ) = 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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STEAM_CALL_RESULT( UserStatsReceived_t )
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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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// See notes for GetAchievementAndUnlockTime above
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virtual bool GetUserAchievementAndUnlockTime( CSteamID steamIDUser, const char *pchName, bool *pbAchieved, uint32 *punUnlockTime ) = 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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STEAM_CALL_RESULT(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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STEAM_CALL_RESULT( 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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STEAM_CALL_RESULT( LeaderboardScoresDownloaded_t )
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virtual SteamAPICall_t DownloadLeaderboardEntries( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd ) = 0;
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// as above, but downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers
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// if a user doesn't have a leaderboard entry, they won't be included in the result
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// a max of 100 users can be downloaded at a time, with only one outstanding call at a time
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STEAM_METHOD_DESC(Downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers)
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STEAM_CALL_RESULT( LeaderboardScoresDownloaded_t )
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virtual SteamAPICall_t DownloadLeaderboardEntriesForUsers( SteamLeaderboard_t hSteamLeaderboard,
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STEAM_ARRAY_COUNT_D(cUsers, Array of users to retrieve) CSteamID *prgUsers, int cUsers ) = 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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STEAM_CALL_RESULT( LeaderboardScoreUploaded_t )
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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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// Attaches a piece of user generated content the user's entry on a leaderboard.
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// hContent is a handle to a piece of user generated content that was shared using ISteamUserRemoteStorage::FileShare().
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// This call is asynchronous, with the result returned in LeaderboardUGCSet_t.
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STEAM_CALL_RESULT( LeaderboardUGCSet_t )
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virtual SteamAPICall_t AttachLeaderboardUGC( SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC ) = 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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STEAM_CALL_RESULT( NumberOfCurrentPlayers_t )
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virtual SteamAPICall_t GetNumberOfCurrentPlayers() = 0;
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// Requests that Steam fetch data on the percentage of players who have received each achievement
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// for the game globally.
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// This call is asynchronous, with the result returned in GlobalAchievementPercentagesReady_t.
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STEAM_CALL_RESULT( GlobalAchievementPercentagesReady_t )
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virtual SteamAPICall_t RequestGlobalAchievementPercentages() = 0;
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// Get the info on the most achieved achievement for the game, returns an iterator index you can use to fetch
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// the next most achieved afterwards. Will return -1 if there is no data on achievement
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// percentages (ie, you haven't called RequestGlobalAchievementPercentages and waited on the callback).
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virtual int GetMostAchievedAchievementInfo( char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved ) = 0;
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// Get the info on the next most achieved achievement for the game. Call this after GetMostAchievedAchievementInfo or another
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// GetNextMostAchievedAchievementInfo call passing the iterator from the previous call. Returns -1 after the last
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// achievement has been iterated.
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virtual int GetNextMostAchievedAchievementInfo( int iIteratorPrevious, char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved ) = 0;
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// Returns the percentage of users who have achieved the specified achievement.
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virtual bool GetAchievementAchievedPercent( const char *pchName, float *pflPercent ) = 0;
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// Requests global stats data, which is available for stats marked as "aggregated".
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// This call is asynchronous, with the results returned in GlobalStatsReceived_t.
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// nHistoryDays specifies how many days of day-by-day history to retrieve in addition
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// to the overall totals. The limit is 60.
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STEAM_CALL_RESULT( GlobalStatsReceived_t )
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virtual SteamAPICall_t RequestGlobalStats( int nHistoryDays ) = 0;
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// Gets the lifetime totals for an aggregated stat
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virtual bool GetGlobalStat( const char *pchStatName, int64 *pData ) = 0;
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virtual bool GetGlobalStat( const char *pchStatName, double *pData ) = 0;
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// Gets history for an aggregated stat. pData will be filled with daily values, starting with today.
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// So when called, pData[0] will be today, pData[1] will be yesterday, and pData[2] will be two days ago,
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// etc. cubData is the size in bytes of the pubData buffer. Returns the number of
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// elements actually set.
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virtual int32 GetGlobalStatHistory( const char *pchStatName, STEAM_ARRAY_COUNT(cubData) int64 *pData, uint32 cubData ) = 0;
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virtual int32 GetGlobalStatHistory( const char *pchStatName, STEAM_ARRAY_COUNT(cubData) double *pData, uint32 cubData ) = 0;
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#ifdef _PS3
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// Call to kick off installation of the PS3 trophies. This call is asynchronous, and the results will be returned in a PS3TrophiesInstalled_t
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// callback.
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virtual bool InstallPS3Trophies() = 0;
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// Returns the amount of space required at boot to install trophies. This value can be used when comparing the amount of space needed
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// by the game to the available space value passed to the game at boot. The value is set during InstallPS3Trophies().
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virtual uint64 GetTrophySpaceRequiredBeforeInstall() = 0;
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// On PS3, user stats & achievement progress through Steam must be stored with the user's saved game data.
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// At startup, before calling RequestCurrentStats(), you must pass the user's stats data to Steam via this method.
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// If you do not have any user data, call this function with pvData = NULL and cubData = 0
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virtual bool SetUserStatsData( const void *pvData, uint32 cubData ) = 0;
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// Call to get the user's current stats data. You should retrieve this data after receiving successful UserStatsReceived_t & UserStatsStored_t
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// callbacks, and store the data with the user's save game data. You can call this method with pvData = NULL and cubData = 0 to get the required
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// buffer size.
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virtual bool GetUserStatsData( void *pvData, uint32 cubData, uint32 *pcubWritten ) = 0;
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#endif
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};
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#define STEAMUSERSTATS_INTERFACE_VERSION "STEAMUSERSTATS_INTERFACE_VERSION011"
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// Global interface accessor
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inline ISteamUserStats *SteamUserStats();
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STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamUserStats *, SteamUserStats, STEAMUSERSTATS_INTERFACE_VERSION );
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// callbacks
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#if defined( VALVE_CALLBACK_PACK_SMALL )
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#pragma pack( push, 4 )
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#elif defined( VALVE_CALLBACK_PACK_LARGE )
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#pragma pack( push, 8 )
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#else
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#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
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#endif
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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
|
||
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
|
||
};
|
||
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Callback indicating that a user's stats have been unloaded.
|
||
// Call RequestUserStats again to access stats for this user
|
||
//-----------------------------------------------------------------------------
|
||
struct UserStatsUnloaded_t
|
||
{
|
||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 8 };
|
||
CSteamID m_steamIDUser; // User whose stats have been unloaded
|
||
};
|
||
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Callback indicating that an achievement icon has been fetched
|
||
//-----------------------------------------------------------------------------
|
||
struct UserAchievementIconFetched_t
|
||
{
|
||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 9 };
|
||
|
||
CGameID m_nGameID; // Game this is for
|
||
char m_rgchAchievementName[k_cchStatNameMax]; // name of the achievement
|
||
bool m_bAchieved; // Is the icon for the achieved or not achieved version?
|
||
int m_nIconHandle; // Handle to the image, which can be used in SteamUtils()->GetImageRGBA(), 0 means no image is set for the achievement
|
||
};
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Callback indicating that global achievement percentages are fetched
|
||
//-----------------------------------------------------------------------------
|
||
struct GlobalAchievementPercentagesReady_t
|
||
{
|
||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 10 };
|
||
|
||
uint64 m_nGameID; // Game this is for
|
||
EResult m_eResult; // Result of the operation
|
||
};
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: call result indicating UGC has been uploaded, returned as a result of SetLeaderboardUGC()
|
||
//-----------------------------------------------------------------------------
|
||
struct LeaderboardUGCSet_t
|
||
{
|
||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 11 };
|
||
EResult m_eResult; // The result of the operation
|
||
SteamLeaderboard_t m_hSteamLeaderboard; // the leaderboard handle that was
|
||
};
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: callback indicating that PS3 trophies have been installed
|
||
//-----------------------------------------------------------------------------
|
||
struct PS3TrophiesInstalled_t
|
||
{
|
||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 12 };
|
||
uint64 m_nGameID; // Game these stats are for
|
||
EResult m_eResult; // The result of the operation
|
||
uint64 m_ulRequiredDiskSpace; // If m_eResult is k_EResultDiskFull, will contain the amount of space needed to install trophies
|
||
|
||
};
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: callback indicating global stats have been received.
|
||
// Returned as a result of RequestGlobalStats()
|
||
//-----------------------------------------------------------------------------
|
||
struct GlobalStatsReceived_t
|
||
{
|
||
enum { k_iCallback = k_iSteamUserStatsCallbacks + 12 };
|
||
uint64 m_nGameID; // Game global stats were requested for
|
||
EResult m_eResult; // The result of the request
|
||
};
|
||
|
||
#pragma pack( pop )
|
||
|
||
|
||
#endif // ISTEAMUSER_H
|