#ifndef ISTEAMUSERSTATS002_H #define ISTEAMUSERSTATS002_H #ifdef STEAM_WIN32 #pragma once #endif class ISteamUserStats002 { public: virtual uint32 GetNumStats( CGameID nGameID ) = 0; virtual const char *GetStatName( CGameID nGameID, uint32 iStat ) = 0; virtual ESteamUserStatType GetStatType( CGameID nGameID, const char *pchName ) = 0; virtual uint32 GetNumAchievements( CGameID nGameID ) = 0; virtual const char *GetAchievementName( CGameID nGameID, uint32 iAchievement ) = 0; virtual bool RequestCurrentStats( CGameID nGameID ) = 0; virtual bool GetStat( CGameID nGameID, const char *pchName, int32 *pData ) = 0; virtual bool GetStat( CGameID nGameID, const char *pchName, float *pData ) = 0; virtual bool SetStat( CGameID nGameID, const char *pchName, int32 nData ) = 0; virtual bool SetStat( CGameID nGameID, const char *pchName, float fData ) = 0; virtual bool UpdateAvgRateStat( CGameID nGameID, const char *pchName, float flCountThisSession, double dSessionLength ) = 0; virtual bool GetAchievement( CGameID nGameID, const char *pchName, bool *pbAchieved ) = 0; virtual bool SetAchievement( CGameID nGameID, const char *pchName ) = 0; virtual bool ClearAchievement( CGameID nGameID, const char *pchName ) = 0; virtual bool StoreStats( CGameID nGameID ) = 0; virtual int GetAchievementIcon( CGameID nGameID, const char *pchName ) = 0; virtual const char *GetAchievementDisplayAttribute( CGameID nGameID, const char *pchName, const char *pchKey ) = 0; virtual bool IndicateAchievementProgress( CGameID nGameID, const char *pchName, uint32 nCurProgress, uint32 nMaxProgress ) = 0; }; #endif // ISTEAMUSER_H