#ifndef ISTEAMUSERSTATS003_H #define ISTEAMUSERSTATS003_H #ifdef STEAM_WIN32 #pragma once #endif class ISteamUserStats003 { public: // Ask the server to send down this user's data and achievements for nGameID 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; }; #endif // ISTEAMUSERSTATS003_H