goldberg_emulator/sdk_includes/isteamuserstats004.h
2019-04-13 12:21:56 -04:00

59 lines
2.5 KiB
C++

#ifndef ISTEAMUSERSTATS004_H
#define ISTEAMUSERSTATS004_H
#ifdef STEAM_WIN32
#pragma once
#endif
class ISteamUserStats004
{
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;
};
#endif // ISTEAMUSERSTATS004