#ifndef ISTEAMUSERSTATS005_H #define ISTEAMUSERSTATS005_H #ifdef STEAM_WIN32 #pragma once #endif //----------------------------------------------------------------------------- // Purpose: Functions for accessing stats, achievements, and leaderboard information //----------------------------------------------------------------------------- class ISteamUserStats005 { 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; // 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; // 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; // 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; // 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 // If the score passed in is no better than the existing score this user has in the leaderboard, then the leaderboard will not be updated. // 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, int32 nScore, int32 *pScoreDetails, int cScoreDetailsCount ) = 0; }; #endif // ISTEAMUSERSTATS005_H