gbe_fork/sdk/steam/isteamuserstats003.h

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2019-04-14 00:21:56 +08:00
#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