mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-14 00:18:58 +01:00
59 lines
2.5 KiB
C
59 lines
2.5 KiB
C
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#ifndef ISTEAMUSERSTATS004_H
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#define ISTEAMUSERSTATS004_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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class ISteamUserStats004
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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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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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// 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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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 IClientUtils::GetImageRGBA(), or 0 if none set
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virtual int GetAchievementIcon( const char *pchName ) = 0;
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// Get general attributes (display name / text, etc) for an Achievement
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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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// 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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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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};
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#endif // ISTEAMUSERSTATS004
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