mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-18 21:25:32 +00:00
146 lines
8.7 KiB
C++
146 lines
8.7 KiB
C++
|
|
#ifndef ISTEAMUSERSTATS009_H
|
|
#define ISTEAMUSERSTATS009_H
|
|
#ifdef STEAM_WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Functions for accessing stats, achievements, and leaderboard information
|
|
//-----------------------------------------------------------------------------
|
|
class ISteamUserStats009
|
|
{
|
|
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;
|
|
|
|
// Get the achievement status, and the time it was unlocked if unlocked.
|
|
// If the return value is true, but the unlock time is zero, that means it was unlocked before Steam
|
|
// began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970.
|
|
virtual bool GetAchievementAndUnlockTime( const char *pchName, bool *pbAchieved, uint32 *punUnlockTime ) = 0;
|
|
|
|
// Store the current data on the server, will get a callback when set
|
|
// And one callback for every new achievement
|
|
//
|
|
// If the callback has a result of k_EResultInvalidParam, one or more stats
|
|
// uploaded has been rejected, either because they broke constraints
|
|
// or were out of date. In this case the server sends back updated values.
|
|
// The stats should be re-iterated to keep in sync.
|
|
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.
|
|
// A return value of 0 may indicate we are still fetching data, and you can wait for the UserAchievementIconReady_t callback
|
|
// which will notify you when the bits are actually read. If the callback still returns zero, then there is no image set
|
|
// and there never will be.
|
|
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;
|
|
// See notes for GetAchievementAndUnlockTime above
|
|
virtual bool GetUserAchievementAndUnlockTime( CSteamID steamIDUser, const char *pchName, bool *pbAchieved, uint32 *punUnlockTime ) = 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;
|
|
// as above, but downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers
|
|
// if a user doesn't have a leaderboard entry, they won't be included in the result
|
|
// a max of 100 users can be downloaded at a time, with only one outstanding call at a time
|
|
virtual SteamAPICall_t DownloadLeaderboardEntriesForUsers( SteamLeaderboard_t hSteamLeaderboard, CSteamID *prgUsers, int cUsers ) = 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;
|
|
|
|
// Attaches a piece of user generated content the user's entry on a leaderboard.
|
|
// hContent is a handle to a piece of user generated content that was shared using ISteamUserRemoteStorage::FileShare().
|
|
// This call is asynchronous, with the result returned in LeaderboardUGCSet_t.
|
|
virtual SteamAPICall_t AttachLeaderboardUGC( SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC ) = 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;
|
|
};
|
|
|
|
#endif // ISTEAMUSERSTATS009_H
|