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//====== Copyright <20> 1996-2009, Valve Corporation, All rights reserved. =======
//
// Purpose: interface to stats, achievements, and leaderboards
//
//=============================================================================
# ifndef ISTEAMUSERSTATS_H
# define ISTEAMUSERSTATS_H
# ifdef STEAM_WIN32
# pragma once
# endif
# include "steam_api_common.h"
# include "isteamremotestorage.h"
// size limit on stat or achievement name (UTF-8 encoded)
enum { k_cchStatNameMax = 128 } ;
// maximum number of bytes for a leaderboard name (UTF-8 encoded)
enum { k_cchLeaderboardNameMax = 128 } ;
// maximum number of details int32's storable for a single leaderboard entry
enum { k_cLeaderboardDetailsMax = 64 } ;
// handle to a single leaderboard
typedef uint64 SteamLeaderboard_t ;
// handle to a set of downloaded entries in a leaderboard
typedef uint64 SteamLeaderboardEntries_t ;
// type of data request, when downloading leaderboard entries
enum ELeaderboardDataRequest
{
k_ELeaderboardDataRequestGlobal = 0 ,
k_ELeaderboardDataRequestGlobalAroundUser = 1 ,
k_ELeaderboardDataRequestFriends = 2 ,
k_ELeaderboardDataRequestUsers = 3
} ;
// the sort order of a leaderboard
enum ELeaderboardSortMethod
{
k_ELeaderboardSortMethodNone = 0 ,
k_ELeaderboardSortMethodAscending = 1 , // top-score is lowest number
k_ELeaderboardSortMethodDescending = 2 , // top-score is highest number
} ;
// the display type (used by the Steam Community web site) for a leaderboard
enum ELeaderboardDisplayType
{
k_ELeaderboardDisplayTypeNone = 0 ,
k_ELeaderboardDisplayTypeNumeric = 1 , // simple numerical score
k_ELeaderboardDisplayTypeTimeSeconds = 2 , // the score represents a time, in seconds
k_ELeaderboardDisplayTypeTimeMilliSeconds = 3 , // the score represents a time, in milliseconds
} ;
enum ELeaderboardUploadScoreMethod
{
k_ELeaderboardUploadScoreMethodNone = 0 ,
k_ELeaderboardUploadScoreMethodKeepBest = 1 , // Leaderboard will keep user's best score
k_ELeaderboardUploadScoreMethodForceUpdate = 2 , // Leaderboard will always replace score with specified
} ;
// a single entry in a leaderboard, as returned by GetDownloadedLeaderboardEntry()
# if defined( VALVE_CALLBACK_PACK_SMALL )
# pragma pack( push, 4 )
# elif defined( VALVE_CALLBACK_PACK_LARGE )
# pragma pack( push, 8 )
# else
# error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
# endif
struct LeaderboardEntry_t
{
CSteamID m_steamIDUser ; // user with the entry - use SteamFriends()->GetFriendPersonaName() & SteamFriends()->GetFriendAvatar() to get more info
int32 m_nGlobalRank ; // [1..N], where N is the number of users with an entry in the leaderboard
int32 m_nScore ; // score as set in the leaderboard
int32 m_cDetails ; // number of int32 details available for this entry
UGCHandle_t m_hUGC ; // handle for UGC attached to the entry
} ;
# pragma pack( pop )
//-----------------------------------------------------------------------------
// Purpose: Functions for accessing stats, achievements, and leaderboard information
//-----------------------------------------------------------------------------
class ISteamUserStats
{
public :
// Ask the server to send down this user's data and achievements for this game
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// On V013:
// Note: this call is no longer required as it is managed by the Steam client
// The game stats and achievements will be synchronized with Steam before
// the game process begins.
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STEAM_CALL_BACK ( UserStatsReceived_t )
virtual bool RequestCurrentStats ( ) = 0 ;
// Data accessors
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STEAM_FLAT_NAME ( GetStatInt32 )
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virtual bool GetStat ( const char * pchName , int32 * pData ) = 0 ;
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STEAM_FLAT_NAME ( GetStatFloat )
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virtual bool GetStat ( const char * pchName , float * pData ) = 0 ;
// Set / update data
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STEAM_FLAT_NAME ( SetStatInt32 )
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virtual bool SetStat ( const char * pchName , int32 nData ) = 0 ;
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STEAM_FLAT_NAME ( SetStatFloat )
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virtual bool SetStat ( const char * pchName , float fData ) = 0 ;
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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 ;
// Get the achievement status, and the time it was unlocked if unlocked.
// If the return value is true, but the unlock time is zero, that means it was unlocked before Steam
// began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970.
virtual bool GetAchievementAndUnlockTime ( const char * pchName , bool * pbAchieved , uint32 * punUnlockTime ) = 0 ;
// Store the current data on the server, will get a callback when set
// And one callback for every new achievement
//
// If the callback has a result of k_EResultInvalidParam, one or more stats
// uploaded has been rejected, either because they broke constraints
// or were out of date. In this case the server sends back updated values.
// The stats should be re-iterated to keep in sync.
virtual bool StoreStats ( ) = 0 ;
// Achievement / GroupAchievement metadata
// Gets the icon of the achievement, which is a handle to be used in ISteamUtils::GetImageRGBA(), or 0 if none set.
// A return value of 0 may indicate we are still fetching data, and you can wait for the UserAchievementIconFetched_t callback
// which will notify you when the bits are ready. If the callback still returns zero, then there is no image set for the
// specified achievement.
virtual int GetAchievementIcon ( const char * pchName ) = 0 ;
// Get general attributes for an achievement. Accepts the following keys:
// - "name" and "desc" for retrieving the localized achievement name and description (returned in UTF8)
// - "hidden" for retrieving if an achievement is hidden (returns "0" when not hidden, "1" when hidden)
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 ;
// Used for iterating achievements. In general games should not need these functions because they should have a
// list of existing achievements compiled into them
virtual uint32 GetNumAchievements ( ) = 0 ;
// Get achievement name iAchievement in [0,GetNumAchievements)
virtual const char * GetAchievementName ( uint32 iAchievement ) = 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
STEAM_CALL_RESULT ( UserStatsReceived_t )
virtual SteamAPICall_t RequestUserStats ( CSteamID steamIDUser ) = 0 ;
// requests stat information for a user, usable after a successful call to RequestUserStats()
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STEAM_FLAT_NAME ( GetUserStatInt32 )
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virtual bool GetUserStat ( CSteamID steamIDUser , const char * pchName , int32 * pData ) = 0 ;
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STEAM_FLAT_NAME ( GetUserStatFloat )
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virtual bool GetUserStat ( CSteamID steamIDUser , const char * pchName , float * pData ) = 0 ;
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virtual bool GetUserAchievement ( CSteamID steamIDUser , const char * pchName , bool * pbAchieved ) = 0 ;
// See notes for GetAchievementAndUnlockTime above
virtual bool GetUserAchievementAndUnlockTime ( CSteamID steamIDUser , const char * pchName , bool * pbAchieved , uint32 * punUnlockTime ) = 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
STEAM_CALL_RESULT ( 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
STEAM_CALL_RESULT ( 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
STEAM_CALL_RESULT ( LeaderboardScoresDownloaded_t )
virtual SteamAPICall_t DownloadLeaderboardEntries ( SteamLeaderboard_t hSteamLeaderboard , ELeaderboardDataRequest eLeaderboardDataRequest , int nRangeStart , int nRangeEnd ) = 0 ;
// as above, but downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers
// if a user doesn't have a leaderboard entry, they won't be included in the result
// a max of 100 users can be downloaded at a time, with only one outstanding call at a time
STEAM_METHOD_DESC ( Downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers )
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STEAM_CALL_RESULT ( LeaderboardScoresDownloaded_t )
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virtual SteamAPICall_t DownloadLeaderboardEntriesForUsers ( SteamLeaderboard_t hSteamLeaderboard ,
STEAM_ARRAY_COUNT_D ( cUsers , Array of users to retrieve ) CSteamID * prgUsers , int cUsers ) = 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
// 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
STEAM_CALL_RESULT ( LeaderboardScoreUploaded_t )
virtual SteamAPICall_t UploadLeaderboardScore ( SteamLeaderboard_t hSteamLeaderboard , ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod , int32 nScore , const int32 * pScoreDetails , int cScoreDetailsCount ) = 0 ;
// Attaches a piece of user generated content the user's entry on a leaderboard.
// hContent is a handle to a piece of user generated content that was shared using ISteamUserRemoteStorage::FileShare().
// This call is asynchronous, with the result returned in LeaderboardUGCSet_t.
STEAM_CALL_RESULT ( LeaderboardUGCSet_t )
virtual SteamAPICall_t AttachLeaderboardUGC ( SteamLeaderboard_t hSteamLeaderboard , UGCHandle_t hUGC ) = 0 ;
// Retrieves the number of players currently playing your game (online + offline)
// This call is asynchronous, with the result returned in NumberOfCurrentPlayers_t
STEAM_CALL_RESULT ( NumberOfCurrentPlayers_t )
virtual SteamAPICall_t GetNumberOfCurrentPlayers ( ) = 0 ;
// Requests that Steam fetch data on the percentage of players who have received each achievement
// for the game globally.
// This call is asynchronous, with the result returned in GlobalAchievementPercentagesReady_t.
STEAM_CALL_RESULT ( GlobalAchievementPercentagesReady_t )
virtual SteamAPICall_t RequestGlobalAchievementPercentages ( ) = 0 ;
// Get the info on the most achieved achievement for the game, returns an iterator index you can use to fetch
// the next most achieved afterwards. Will return -1 if there is no data on achievement
// percentages (ie, you haven't called RequestGlobalAchievementPercentages and waited on the callback).
virtual int GetMostAchievedAchievementInfo ( char * pchName , uint32 unNameBufLen , float * pflPercent , bool * pbAchieved ) = 0 ;
// Get the info on the next most achieved achievement for the game. Call this after GetMostAchievedAchievementInfo or another
// GetNextMostAchievedAchievementInfo call passing the iterator from the previous call. Returns -1 after the last
// achievement has been iterated.
virtual int GetNextMostAchievedAchievementInfo ( int iIteratorPrevious , char * pchName , uint32 unNameBufLen , float * pflPercent , bool * pbAchieved ) = 0 ;
// Returns the percentage of users who have achieved the specified achievement.
virtual bool GetAchievementAchievedPercent ( const char * pchName , float * pflPercent ) = 0 ;
// Requests global stats data, which is available for stats marked as "aggregated".
// This call is asynchronous, with the results returned in GlobalStatsReceived_t.
// nHistoryDays specifies how many days of day-by-day history to retrieve in addition
// to the overall totals. The limit is 60.
STEAM_CALL_RESULT ( GlobalStatsReceived_t )
virtual SteamAPICall_t RequestGlobalStats ( int nHistoryDays ) = 0 ;
// Gets the lifetime totals for an aggregated stat
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STEAM_FLAT_NAME ( GetGlobalStatInt64 )
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virtual bool GetGlobalStat ( const char * pchStatName , int64 * pData ) = 0 ;
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STEAM_FLAT_NAME ( GetGlobalStatDouble )
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virtual bool GetGlobalStat ( const char * pchStatName , double * pData ) = 0 ;
// Gets history for an aggregated stat. pData will be filled with daily values, starting with today.
// So when called, pData[0] will be today, pData[1] will be yesterday, and pData[2] will be two days ago,
// etc. cubData is the size in bytes of the pubData buffer. Returns the number of
// elements actually set.
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STEAM_FLAT_NAME ( GetGlobalStatHistoryInt64 )
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virtual int32 GetGlobalStatHistory ( const char * pchStatName , STEAM_ARRAY_COUNT ( cubData ) int64 * pData , uint32 cubData ) = 0 ;
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STEAM_FLAT_NAME ( GetGlobalStatHistoryDouble )
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virtual int32 GetGlobalStatHistory ( const char * pchStatName , STEAM_ARRAY_COUNT ( cubData ) double * pData , uint32 cubData ) = 0 ;
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// For achievements that have related Progress stats, use this to query what the bounds of that progress are.
// You may want this info to selectively call IndicateAchievementProgress when appropriate milestones of progress
// have been made, to show a progress notification to the user.
STEAM_FLAT_NAME ( GetAchievementProgressLimitsInt32 )
virtual bool GetAchievementProgressLimits ( const char * pchName , int32 * pnMinProgress , int32 * pnMaxProgress ) = 0 ;
STEAM_FLAT_NAME ( GetAchievementProgressLimitsFloat )
virtual bool GetAchievementProgressLimits ( const char * pchName , float * pfMinProgress , float * pfMaxProgress ) = 0 ;
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} ;
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# define STEAMUSERSTATS_INTERFACE_VERSION "STEAMUSERSTATS_INTERFACE_VERSION013"
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# ifndef STEAM_API_EXPORTS
// Global interface accessor
inline ISteamUserStats * SteamUserStats ( ) ;
STEAM_DEFINE_USER_INTERFACE_ACCESSOR ( ISteamUserStats * , SteamUserStats , STEAMUSERSTATS_INTERFACE_VERSION ) ;
# endif
// callbacks
# if defined( VALVE_CALLBACK_PACK_SMALL )
# pragma pack( push, 4 )
# elif defined( VALVE_CALLBACK_PACK_LARGE )
# pragma pack( push, 8 )
# else
# error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
# endif
//-----------------------------------------------------------------------------
// Purpose: called when the latests stats and achievements have been received
// from the server
//-----------------------------------------------------------------------------
struct UserStatsReceived_t
{
enum { k_iCallback = k_iSteamUserStatsCallbacks + 1 } ;
uint64 m_nGameID ; // Game these stats are for
EResult m_eResult ; // Success / error fetching the stats
CSteamID m_steamIDUser ; // The user for whom the stats are retrieved for
} ;
//-----------------------------------------------------------------------------
// Purpose: result of a request to store the user stats for a game
//-----------------------------------------------------------------------------
struct UserStatsStored_t
{
enum { k_iCallback = k_iSteamUserStatsCallbacks + 2 } ;
uint64 m_nGameID ; // Game these stats are for
EResult m_eResult ; // success / error
} ;
//-----------------------------------------------------------------------------
// Purpose: result of a request to store the achievements for a game, or an
// "indicate progress" call. If both m_nCurProgress and m_nMaxProgress
// are zero, that means the achievement has been fully unlocked.
//-----------------------------------------------------------------------------
struct UserAchievementStored_t
{
enum { k_iCallback = k_iSteamUserStatsCallbacks + 3 } ;
uint64 m_nGameID ; // Game this is for
bool m_bGroupAchievement ; // if this is a "group" achievement
char m_rgchAchievementName [ k_cchStatNameMax ] ; // name of the achievement
uint32 m_nCurProgress ; // current progress towards the achievement
uint32 m_nMaxProgress ; // "out of" this many
} ;
//-----------------------------------------------------------------------------
// Purpose: call result for finding a leaderboard, returned as a result of FindOrCreateLeaderboard() or FindLeaderboard()
// use CCallResult<> to map this async result to a member function
//-----------------------------------------------------------------------------
struct LeaderboardFindResult_t
{
enum { k_iCallback = k_iSteamUserStatsCallbacks + 4 } ;
SteamLeaderboard_t m_hSteamLeaderboard ; // handle to the leaderboard serarched for, 0 if no leaderboard found
uint8 m_bLeaderboardFound ; // 0 if no leaderboard found
} ;
//-----------------------------------------------------------------------------
// Purpose: call result indicating scores for a leaderboard have been downloaded and are ready to be retrieved, returned as a result of DownloadLeaderboardEntries()
// use CCallResult<> to map this async result to a member function
//-----------------------------------------------------------------------------
struct LeaderboardScoresDownloaded_t
{
enum { k_iCallback = k_iSteamUserStatsCallbacks + 5 } ;
SteamLeaderboard_t m_hSteamLeaderboard ;
SteamLeaderboardEntries_t m_hSteamLeaderboardEntries ; // the handle to pass into GetDownloadedLeaderboardEntries()
int m_cEntryCount ; // the number of entries downloaded
} ;
//-----------------------------------------------------------------------------
// Purpose: call result indicating scores has been uploaded, returned as a result of UploadLeaderboardScore()
// use CCallResult<> to map this async result to a member function
//-----------------------------------------------------------------------------
struct LeaderboardScoreUploaded_t
{
enum { k_iCallback = k_iSteamUserStatsCallbacks + 6 } ;
uint8 m_bSuccess ; // 1 if the call was successful
SteamLeaderboard_t m_hSteamLeaderboard ; // the leaderboard handle that was
int32 m_nScore ; // the score that was attempted to set
uint8 m_bScoreChanged ; // true if the score in the leaderboard change, false if the existing score was better
int m_nGlobalRankNew ; // the new global rank of the user in this leaderboard
int m_nGlobalRankPrevious ; // the previous global rank of the user in this leaderboard; 0 if the user had no existing entry in the leaderboard
} ;
struct NumberOfCurrentPlayers_t
{
enum { k_iCallback = k_iSteamUserStatsCallbacks + 7 } ;
uint8 m_bSuccess ; // 1 if the call was successful
int32 m_cPlayers ; // Number of players currently playing
} ;
//-----------------------------------------------------------------------------
// Purpose: Callback indicating that a user's stats have been unloaded.
// Call RequestUserStats again to access stats for this user
//-----------------------------------------------------------------------------
struct UserStatsUnloaded_t
{
enum { k_iCallback = k_iSteamUserStatsCallbacks + 8 } ;
CSteamID m_steamIDUser ; // User whose stats have been unloaded
} ;
//-----------------------------------------------------------------------------
// Purpose: Callback indicating that an achievement icon has been fetched
//-----------------------------------------------------------------------------
struct UserAchievementIconFetched_t
{
enum { k_iCallback = k_iSteamUserStatsCallbacks + 9 } ;
CGameID m_nGameID ; // Game this is for
char m_rgchAchievementName [ k_cchStatNameMax ] ; // name of the achievement
bool m_bAchieved ; // Is the icon for the achieved or not achieved version?
int m_nIconHandle ; // Handle to the image, which can be used in SteamUtils()->GetImageRGBA(), 0 means no image is set for the achievement
} ;
//-----------------------------------------------------------------------------
// Purpose: Callback indicating that global achievement percentages are fetched
//-----------------------------------------------------------------------------
struct GlobalAchievementPercentagesReady_t
{
enum { k_iCallback = k_iSteamUserStatsCallbacks + 10 } ;
uint64 m_nGameID ; // Game this is for
EResult m_eResult ; // Result of the operation
} ;
//-----------------------------------------------------------------------------
// Purpose: call result indicating UGC has been uploaded, returned as a result of SetLeaderboardUGC()
//-----------------------------------------------------------------------------
struct LeaderboardUGCSet_t
{
enum { k_iCallback = k_iSteamUserStatsCallbacks + 11 } ;
EResult m_eResult ; // The result of the operation
SteamLeaderboard_t m_hSteamLeaderboard ; // the leaderboard handle that was
} ;
//-----------------------------------------------------------------------------
// Purpose: callback indicating that PS3 trophies have been installed
//-----------------------------------------------------------------------------
struct PS3TrophiesInstalled_t
{
enum { k_iCallback = k_iSteamUserStatsCallbacks + 12 } ;
uint64 m_nGameID ; // Game these stats are for
EResult m_eResult ; // The result of the operation
uint64 m_ulRequiredDiskSpace ; // If m_eResult is k_EResultDiskFull, will contain the amount of space needed to install trophies
} ;
//-----------------------------------------------------------------------------
// Purpose: callback indicating global stats have been received.
// Returned as a result of RequestGlobalStats()
//-----------------------------------------------------------------------------
struct GlobalStatsReceived_t
{
enum { k_iCallback = k_iSteamUserStatsCallbacks + 12 } ;
uint64 m_nGameID ; // Game global stats were requested for
EResult m_eResult ; // The result of the request
} ;
# pragma pack( pop )
# endif // ISTEAMUSER_H