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241 lines
14 KiB
C++
241 lines
14 KiB
C++
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#ifndef ISTEAMUSERSTATS011_H
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#define ISTEAMUSERSTATS011_H
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#ifdef STEAM_WIN32
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Functions for accessing stats, achievements, and leaderboard information
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//-----------------------------------------------------------------------------
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class ISteamUserStats011
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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 this game
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STEAM_CALL_BACK( UserStatsReceived_t )
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virtual bool RequestCurrentStats() = 0;
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// 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;
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// 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;
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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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// Get the achievement status, and the time it was unlocked if unlocked.
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// If the return value is true, but the unlock time is zero, that means it was unlocked before Steam
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// began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970.
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virtual bool GetAchievementAndUnlockTime( const char *pchName, bool *pbAchieved, uint32 *punUnlockTime ) = 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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//
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// If the callback has a result of k_EResultInvalidParam, one or more stats
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// uploaded has been rejected, either because they broke constraints
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// or were out of date. In this case the server sends back updated values.
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// The stats should be re-iterated to keep in sync.
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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 ISteamUtils::GetImageRGBA(), or 0 if none set.
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// A return value of 0 may indicate we are still fetching data, and you can wait for the UserAchievementIconFetched_t callback
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// which will notify you when the bits are ready. If the callback still returns zero, then there is no image set for the
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// specified achievement.
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virtual int GetAchievementIcon( const char *pchName ) = 0;
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// Get general attributes for an achievement. Accepts the following keys:
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// - "name" and "desc" for retrieving the localized achievement name and description (returned in UTF8)
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// - "hidden" for retrieving if an achievement is hidden (returns "0" when not hidden, "1" when hidden)
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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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// Used for iterating achievements. In general games should not need these functions because they should have a
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// list of existing achievements compiled into them
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virtual uint32 GetNumAchievements() = 0;
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// Get achievement name iAchievement in [0,GetNumAchievements)
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virtual const char *GetAchievementName( uint32 iAchievement ) = 0;
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// Friends stats & achievements
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// downloads stats for the user
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// returns a UserStatsReceived_t received when completed
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// if the other user has no stats, UserStatsReceived_t.m_eResult will be set to k_EResultFail
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// these stats won't be auto-updated; you'll need to call RequestUserStats() again to refresh any data
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STEAM_CALL_RESULT( UserStatsReceived_t )
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virtual SteamAPICall_t RequestUserStats( CSteamID steamIDUser ) = 0;
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// 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;
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// See notes for GetAchievementAndUnlockTime above
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virtual bool GetUserAchievementAndUnlockTime( CSteamID steamIDUser, const char *pchName, bool *pbAchieved, uint32 *punUnlockTime ) = 0;
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// Reset stats
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virtual bool ResetAllStats( bool bAchievementsToo ) = 0;
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// Leaderboard functions
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// asks the Steam back-end for a leaderboard by name, and will create it if it's not yet
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// This call is asynchronous, with the result returned in LeaderboardFindResult_t
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STEAM_CALL_RESULT(LeaderboardFindResult_t)
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virtual SteamAPICall_t FindOrCreateLeaderboard( const char *pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType ) = 0;
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// as above, but won't create the leaderboard if it's not found
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// This call is asynchronous, with the result returned in LeaderboardFindResult_t
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STEAM_CALL_RESULT( LeaderboardFindResult_t )
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virtual SteamAPICall_t FindLeaderboard( const char *pchLeaderboardName ) = 0;
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// returns the name of a leaderboard
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virtual const char *GetLeaderboardName( SteamLeaderboard_t hSteamLeaderboard ) = 0;
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// returns the total number of entries in a leaderboard, as of the last request
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virtual int GetLeaderboardEntryCount( SteamLeaderboard_t hSteamLeaderboard ) = 0;
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// returns the sort method of the leaderboard
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virtual ELeaderboardSortMethod GetLeaderboardSortMethod( SteamLeaderboard_t hSteamLeaderboard ) = 0;
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// returns the display type of the leaderboard
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virtual ELeaderboardDisplayType GetLeaderboardDisplayType( SteamLeaderboard_t hSteamLeaderboard ) = 0;
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// Asks the Steam back-end for a set of rows in the leaderboard.
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// This call is asynchronous, with the result returned in LeaderboardScoresDownloaded_t
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// LeaderboardScoresDownloaded_t will contain a handle to pull the results from GetDownloadedLeaderboardEntries() (below)
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// You can ask for more entries than exist, and it will return as many as do exist.
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// k_ELeaderboardDataRequestGlobal requests rows in the leaderboard from the full table, with nRangeStart & nRangeEnd in the range [1, TotalEntries]
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// k_ELeaderboardDataRequestGlobalAroundUser requests rows around the current user, nRangeStart being negate
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// e.g. DownloadLeaderboardEntries( hLeaderboard, k_ELeaderboardDataRequestGlobalAroundUser, -3, 3 ) will return 7 rows, 3 before the user, 3 after
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// k_ELeaderboardDataRequestFriends requests all the rows for friends of the current user
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STEAM_CALL_RESULT( LeaderboardScoresDownloaded_t )
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virtual SteamAPICall_t DownloadLeaderboardEntries( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd ) = 0;
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// as above, but downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers
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// if a user doesn't have a leaderboard entry, they won't be included in the result
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// a max of 100 users can be downloaded at a time, with only one outstanding call at a time
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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,
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STEAM_ARRAY_COUNT_D(cUsers, Array of users to retrieve) CSteamID *prgUsers, int cUsers ) = 0;
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// Returns data about a single leaderboard entry
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// use a for loop from 0 to LeaderboardScoresDownloaded_t::m_cEntryCount to get all the downloaded entries
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// e.g.
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// void OnLeaderboardScoresDownloaded( LeaderboardScoresDownloaded_t *pLeaderboardScoresDownloaded )
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// {
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// for ( int index = 0; index < pLeaderboardScoresDownloaded->m_cEntryCount; index++ )
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// {
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// LeaderboardEntry_t leaderboardEntry;
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// int32 details[3]; // we know this is how many we've stored previously
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// GetDownloadedLeaderboardEntry( pLeaderboardScoresDownloaded->m_hSteamLeaderboardEntries, index, &leaderboardEntry, details, 3 );
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// assert( leaderboardEntry.m_cDetails == 3 );
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// ...
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// }
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// once you've accessed all the entries, the data will be free'd, and the SteamLeaderboardEntries_t handle will become invalid
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virtual bool GetDownloadedLeaderboardEntry( SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t *pLeaderboardEntry, int32 *pDetails, int cDetailsMax ) = 0;
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// Uploads a user score to the Steam back-end.
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// This call is asynchronous, with the result returned in LeaderboardScoreUploaded_t
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// Details are extra game-defined information regarding how the user got that score
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// pScoreDetails points to an array of int32's, cScoreDetailsCount is the number of int32's in the list
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STEAM_CALL_RESULT( LeaderboardScoreUploaded_t )
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virtual SteamAPICall_t UploadLeaderboardScore( SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32 *pScoreDetails, int cScoreDetailsCount ) = 0;
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// Attaches a piece of user generated content the user's entry on a leaderboard.
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// hContent is a handle to a piece of user generated content that was shared using ISteamUserRemoteStorage::FileShare().
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// This call is asynchronous, with the result returned in LeaderboardUGCSet_t.
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STEAM_CALL_RESULT( LeaderboardUGCSet_t )
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virtual SteamAPICall_t AttachLeaderboardUGC( SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC ) = 0;
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// Retrieves the number of players currently playing your game (online + offline)
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// This call is asynchronous, with the result returned in NumberOfCurrentPlayers_t
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STEAM_CALL_RESULT( NumberOfCurrentPlayers_t )
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virtual SteamAPICall_t GetNumberOfCurrentPlayers() = 0;
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// Requests that Steam fetch data on the percentage of players who have received each achievement
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// for the game globally.
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// This call is asynchronous, with the result returned in GlobalAchievementPercentagesReady_t.
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STEAM_CALL_RESULT( GlobalAchievementPercentagesReady_t )
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virtual SteamAPICall_t RequestGlobalAchievementPercentages() = 0;
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// Get the info on the most achieved achievement for the game, returns an iterator index you can use to fetch
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// the next most achieved afterwards. Will return -1 if there is no data on achievement
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// percentages (ie, you haven't called RequestGlobalAchievementPercentages and waited on the callback).
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virtual int GetMostAchievedAchievementInfo( char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved ) = 0;
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// Get the info on the next most achieved achievement for the game. Call this after GetMostAchievedAchievementInfo or another
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// GetNextMostAchievedAchievementInfo call passing the iterator from the previous call. Returns -1 after the last
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// achievement has been iterated.
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virtual int GetNextMostAchievedAchievementInfo( int iIteratorPrevious, char *pchName, uint32 unNameBufLen, float *pflPercent, bool *pbAchieved ) = 0;
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// Returns the percentage of users who have achieved the specified achievement.
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virtual bool GetAchievementAchievedPercent( const char *pchName, float *pflPercent ) = 0;
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// Requests global stats data, which is available for stats marked as "aggregated".
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// This call is asynchronous, with the results returned in GlobalStatsReceived_t.
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// nHistoryDays specifies how many days of day-by-day history to retrieve in addition
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// to the overall totals. The limit is 60.
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STEAM_CALL_RESULT( GlobalStatsReceived_t )
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virtual SteamAPICall_t RequestGlobalStats( int nHistoryDays ) = 0;
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// 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;
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// Gets history for an aggregated stat. pData will be filled with daily values, starting with today.
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// So when called, pData[0] will be today, pData[1] will be yesterday, and pData[2] will be two days ago,
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// etc. cubData is the size in bytes of the pubData buffer. Returns the number of
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// 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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#ifdef _PS3
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// Call to kick off installation of the PS3 trophies. This call is asynchronous, and the results will be returned in a PS3TrophiesInstalled_t
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// callback.
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virtual bool InstallPS3Trophies() = 0;
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// Returns the amount of space required at boot to install trophies. This value can be used when comparing the amount of space needed
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// by the game to the available space value passed to the game at boot. The value is set during InstallPS3Trophies().
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virtual uint64 GetTrophySpaceRequiredBeforeInstall() = 0;
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// On PS3, user stats & achievement progress through Steam must be stored with the user's saved game data.
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// At startup, before calling RequestCurrentStats(), you must pass the user's stats data to Steam via this method.
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// If you do not have any user data, call this function with pvData = NULL and cubData = 0
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virtual bool SetUserStatsData( const void *pvData, uint32 cubData ) = 0;
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// Call to get the user's current stats data. You should retrieve this data after receiving successful UserStatsReceived_t & UserStatsStored_t
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// callbacks, and store the data with the user's save game data. You can call this method with pvData = NULL and cubData = 0 to get the required
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// buffer size.
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virtual bool GetUserStatsData( void *pvData, uint32 cubData, uint32 *pcubWritten ) = 0;
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#endif
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};
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#endif // ISTEAMUSERSTATS011_H
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