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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
- CALL_BACK( UserStatsReceived_t )
- 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
- CALL_RESULT( UserStatsReceived_t )
- 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
- 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
- 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
- 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
- METHOD_DESC(Downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers)
- CALL_RESULT( LeaderboardScoresDownloaded_t )
- virtual SteamAPICall_t DownloadLeaderboardEntriesForUsers( SteamLeaderboard_t hSteamLeaderboard,
- 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
- 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.
- 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
- 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.
- 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.
- CALL_RESULT( GlobalStatsReceived_t )
- 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, ARRAY_COUNT(cubData) int64 *pData, uint32 cubData ) = 0;
- virtual int32 GetGlobalStatHistory( const char *pchStatName, ARRAY_COUNT(cubData) 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