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47 lines
1.7 KiB
C++
47 lines
1.7 KiB
C++
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#ifndef ISTEAMUSERSTATS003_H
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#define ISTEAMUSERSTATS003_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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class ISteamUserStats003
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{
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public:
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// Ask the server to send down this user's data and achievements for nGameID
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virtual bool RequestCurrentStats( ) = 0;
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// Data accessors
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virtual bool GetStat( const char *pchName, int32 *pData ) = 0;
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virtual bool GetStat( const char *pchName, float *pData ) = 0;
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// Set / update data
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virtual bool SetStat( const char *pchName, int32 nData ) = 0;
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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;
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// Achievement flag accessors
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virtual bool GetAchievement( const char *pchName, bool *pbAchieved ) = 0;
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virtual bool SetAchievement( const char *pchName ) = 0;
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virtual bool ClearAchievement( const char *pchName ) = 0;
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// Store the current data on the server, will get a callback when set
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// And one callback for every new achievement
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virtual bool StoreStats( ) = 0;
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// Achievement / GroupAchievement metadata
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// Gets the icon of the achievement, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
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virtual int GetAchievementIcon( const char *pchName ) = 0;
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// Get general attributes (display name / text, etc) for an Achievement
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virtual const char *GetAchievementDisplayAttribute( const char *pchName, const char *pchKey ) = 0;
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// Achievement progress - triggers an AchievementProgress callback, that is all.
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// Calling this w/ N out of N progress will NOT set the achievement, the game must still do that.
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virtual bool IndicateAchievementProgress( const char *pchName, uint32 nCurProgress, uint32 nMaxProgress ) = 0;
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};
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#endif // ISTEAMUSERSTATS003_H
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