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Reworked linker exports generation
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111
res/steamworks/103/headers/isteamuserstats.h
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111
res/steamworks/103/headers/isteamuserstats.h
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//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose: interface to user account information in Steam
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//
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//=============================================================================
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#ifndef ISTEAMUSERSTATS_H
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#define ISTEAMUSERSTATS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "isteamclient.h"
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// size limit on stat or achievement name
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const uint32 k_cchStatNameMax = 128;
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class ISteamUserStats
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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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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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// 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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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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virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData ) = 0;
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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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};
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#define STEAMUSERSTATS_INTERFACE_VERSION "STEAMUSERSTATS_INTERFACE_VERSION004"
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//-----------------------------------------------------------------------------
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// Purpose: called when the latests stats and achievements have been received
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// from the server
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//-----------------------------------------------------------------------------
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struct UserStatsReceived_t
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{
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enum { k_iCallback = k_iSteamUserStatsCallbacks + 1 };
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uint64 m_nGameID; // Game these stats are for
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EResult m_eResult; // Success / error fetching the stats
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CSteamID m_steamIDUser; // The user for whom the stats are retrieved for
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};
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//-----------------------------------------------------------------------------
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// Purpose: result of a request to store the user stats for a game
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//-----------------------------------------------------------------------------
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struct UserStatsStored_t
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{
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enum { k_iCallback = k_iSteamUserStatsCallbacks + 2 };
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uint64 m_nGameID; // Game these stats are for
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EResult m_eResult; // success / error
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};
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//-----------------------------------------------------------------------------
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// Purpose: result of a request to store the achievements for a game, or an
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// "indicate progress" call. If both m_nCurProgress and m_nMaxProgress
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// are zero, that means the achievement has been fully unlocked.
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//-----------------------------------------------------------------------------
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struct UserAchievementStored_t
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{
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enum { k_iCallback = k_iSteamUserStatsCallbacks + 3 };
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uint64 m_nGameID; // Game this is for
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bool m_bGroupAchievement; // if this is a "group" achievement
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char m_rgchAchievementName[k_cchStatNameMax]; // name of the achievement
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uint32 m_nCurProgress; // current progress towards the achievement
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uint32 m_nMaxProgress; // "out of" this many
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};
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#endif // ISTEAMUSER_H
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