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+//====== Copyright � 1996-2009, Valve Corporation, All rights reserved. =======
+//
+// Purpose: interface to stats, achievements, and leaderboards
+//
+//=============================================================================
+
+#ifndef ISTEAMUSERSTATS_H
+#define ISTEAMUSERSTATS_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "isteamclient.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 isteamclient.h must be included
+#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
+ 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;
+
+ // 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
+ virtual SteamAPICall_t RequestUserStats( CSteamID steamIDUser ) = 0;
+
+ // requests stat information for a user, usable after a successful call to RequestUserStats()
+ virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, int32 *pData ) = 0;
+ virtual bool GetUserStat( CSteamID steamIDUser, const char *pchName, float *pData ) = 0;
+ 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
+ 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
+ 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
+ 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
+ virtual SteamAPICall_t DownloadLeaderboardEntriesForUsers( SteamLeaderboard_t hSteamLeaderboard, 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
+ 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.
+ 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
+ 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.
+ 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.
+ virtual SteamAPICall_t RequestGlobalStats( int nHistoryDays ) = 0;
+
+ // Gets the lifetime totals for an aggregated stat
+ virtual bool GetGlobalStat( const char *pchStatName, int64 *pData ) = 0;
+ 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.
+ virtual int32 GetGlobalStatHistory( const char *pchStatName, int64 *pData, uint32 cubData ) = 0;
+ virtual int32 GetGlobalStatHistory( const char *pchStatName, double *pData, uint32 cubData ) = 0;
+
+#ifdef _PS3
+ // Call to kick off installation of the PS3 trophies. This call is asynchronous, and the results will be returned in a PS3TrophiesInstalled_t
+ // callback.
+ virtual bool InstallPS3Trophies() = 0;
+
+ // Returns the amount of space required at boot to install trophies. This value can be used when comparing the amount of space needed
+ // by the game to the available space value passed to the game at boot. The value is set during InstallPS3Trophies().
+ virtual uint64 GetTrophySpaceRequiredBeforeInstall() = 0;
+
+ // On PS3, user stats & achievement progress through Steam must be stored with the user's saved game data.
+ // At startup, before calling RequestCurrentStats(), you must pass the user's stats data to Steam via this method.
+ // If you do not have any user data, call this function with pvData = NULL and cubData = 0
+ virtual bool SetUserStatsData( const void *pvData, uint32 cubData ) = 0;
+
+ // Call to get the user's current stats data. You should retrieve this data after receiving successful UserStatsReceived_t & UserStatsStored_t
+ // 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
+ // buffer size.
+ virtual bool GetUserStatsData( void *pvData, uint32 cubData, uint32 *pcubWritten ) = 0;
+#endif
+};
+
+#define STEAMUSERSTATS_INTERFACE_VERSION "STEAMUSERSTATS_INTERFACE_VERSION011"
+
+// callbacks
+#if defined( VALVE_CALLBACK_PACK_SMALL )
+#pragma pack( push, 4 )
+#elif defined( VALVE_CALLBACK_PACK_LARGE )
+#pragma pack( push, 8 )
+#else
+#error isteamclient.h must be included
+#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