/// <summary> /// <para> Reset stats</para> /// </summary> public static bool ResetAllStats(bool bAchievementsToo) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamUserStats_ResetAllStats(CSteamAPIContext.GetSteamUserStats(), bAchievementsToo)); }
/// <summary> /// <para> Friends stats & achievements</para> /// <para> downloads stats for the user</para> /// <para> returns a UserStatsReceived_t received when completed</para> /// <para> if the other user has no stats, UserStatsReceived_t.m_eResult will be set to k_EResultFail</para> /// <para> these stats won't be auto-updated; you'll need to call RequestUserStats() again to refresh any data</para> /// </summary> public static SteamAPICall_t RequestUserStats(CSteamID steamIDUser) { InteropHelp.TestIfAvailableClient(); return((SteamAPICall_t)NativeMethods.ISteamUserStats_RequestUserStats(CSteamAPIContext.GetSteamUserStats(), steamIDUser)); }
/// <summary> /// <para> Ask the server to send down this user's data and achievements for this game</para> /// </summary> public static bool RequestCurrentStats() { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamUserStats_RequestCurrentStats(CSteamAPIContext.GetSteamUserStats())); }
/// <summary> /// <para> Uploads a user score to the Steam back-end.</para> /// <para> This call is asynchronous, with the result returned in LeaderboardScoreUploaded_t</para> /// <para> Details are extra game-defined information regarding how the user got that score</para> /// <para> pScoreDetails points to an array of int32's, cScoreDetailsCount is the number of int32's in the list</para> /// </summary> public static SteamAPICall_t UploadLeaderboardScore(SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int nScore, int[] pScoreDetails, int cScoreDetailsCount) { InteropHelp.TestIfAvailableClient(); return((SteamAPICall_t)NativeMethods.ISteamUserStats_UploadLeaderboardScore(CSteamAPIContext.GetSteamUserStats(), hSteamLeaderboard, eLeaderboardUploadScoreMethod, nScore, pScoreDetails, cScoreDetailsCount)); }
/// <summary> /// <para> Get achievement name iAchievement in [0,GetNumAchievements)</para> /// </summary> public static string GetAchievementName(uint iAchievement) { InteropHelp.TestIfAvailableClient(); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamUserStats_GetAchievementName(CSteamAPIContext.GetSteamUserStats(), iAchievement))); }
/// <summary> /// <para> returns the total number of entries in a leaderboard, as of the last request</para> /// </summary> public static int GetLeaderboardEntryCount(SteamLeaderboard_t hSteamLeaderboard) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamUserStats_GetLeaderboardEntryCount(CSteamAPIContext.GetSteamUserStats(), hSteamLeaderboard)); }
/// <summary> /// <para> Asks the Steam back-end for a set of rows in the leaderboard.</para> /// <para> This call is asynchronous, with the result returned in LeaderboardScoresDownloaded_t</para> /// <para> LeaderboardScoresDownloaded_t will contain a handle to pull the results from GetDownloadedLeaderboardEntries() (below)</para> /// <para> You can ask for more entries than exist, and it will return as many as do exist.</para> /// <para> k_ELeaderboardDataRequestGlobal requests rows in the leaderboard from the full table, with nRangeStart & nRangeEnd in the range [1, TotalEntries]</para> /// <para> k_ELeaderboardDataRequestGlobalAroundUser requests rows around the current user, nRangeStart being negate</para> /// <para> e.g. DownloadLeaderboardEntries( hLeaderboard, k_ELeaderboardDataRequestGlobalAroundUser, -3, 3 ) will return 7 rows, 3 before the user, 3 after</para> /// <para> k_ELeaderboardDataRequestFriends requests all the rows for friends of the current user</para> /// </summary> public static SteamAPICall_t DownloadLeaderboardEntries(SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd) { InteropHelp.TestIfAvailableClient(); return((SteamAPICall_t)NativeMethods.ISteamUserStats_DownloadLeaderboardEntries(CSteamAPIContext.GetSteamUserStats(), hSteamLeaderboard, eLeaderboardDataRequest, nRangeStart, nRangeEnd)); }
/// <summary> /// <para> Call to kick off installation of the PS3 trophies. This call is asynchronous, and the results will be returned in a PS3TrophiesInstalled_t</para> /// <para> callback.</para> /// </summary> public static bool InstallPS3Trophies() { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamUserStats_InstallPS3Trophies(CSteamAPIContext.GetSteamUserStats())); }
/// <summary> /// <para> Returns the amount of space required at boot to install trophies. This value can be used when comparing the amount of space needed</para> /// <para> by the game to the available space value passed to the game at boot. The value is set during InstallPS3Trophies().</para> /// </summary> public static ulong GetTrophySpaceRequiredBeforeInstall() { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamUserStats_GetTrophySpaceRequiredBeforeInstall(CSteamAPIContext.GetSteamUserStats())); }
/// <summary> /// <para> Get the info on the next most achieved achievement for the game. Call this after GetMostAchievedAchievementInfo or another</para> /// <para> GetNextMostAchievedAchievementInfo call passing the iterator from the previous call. Returns -1 after the last</para> /// <para> achievement has been iterated.</para> /// </summary> public static int GetNextMostAchievedAchievementInfo(int iIteratorPrevious, out string pchName, uint unNameBufLen, out float pflPercent, out bool pbAchieved) { InteropHelp.TestIfAvailableClient(); IntPtr pchName2 = Marshal.AllocHGlobal((int)unNameBufLen); int ret = NativeMethods.ISteamUserStats_GetNextMostAchievedAchievementInfo(CSteamAPIContext.GetSteamUserStats(), iIteratorPrevious, pchName2, unNameBufLen, out pflPercent, out pbAchieved); pchName = ret != -1 ? InteropHelp.PtrToStringUTF8(pchName2) : null; Marshal.FreeHGlobal(pchName2); return(ret); }
/// <summary> /// <para> Requests global stats data, which is available for stats marked as "aggregated".</para> /// <para> This call is asynchronous, with the results returned in GlobalStatsReceived_t.</para> /// <para> nHistoryDays specifies how many days of day-by-day history to retrieve in addition</para> /// <para> to the overall totals. The limit is 60.</para> /// </summary> public static SteamAPICall_t RequestGlobalStats(int nHistoryDays) { InteropHelp.TestIfAvailableClient(); return((SteamAPICall_t)NativeMethods.ISteamUserStats_RequestGlobalStats(CSteamAPIContext.GetSteamUserStats(), nHistoryDays)); }
/// <summary> /// <para> Requests that Steam fetch data on the percentage of players who have received each achievement</para> /// <para> for the game globally.</para> /// <para> This call is asynchronous, with the result returned in GlobalAchievementPercentagesReady_t.</para> /// </summary> public static SteamAPICall_t RequestGlobalAchievementPercentages() { InteropHelp.TestIfAvailableClient(); return((SteamAPICall_t)NativeMethods.ISteamUserStats_RequestGlobalAchievementPercentages(CSteamAPIContext.GetSteamUserStats())); }
/// <summary> /// <para> Retrieves the number of players currently playing your game (online + offline)</para> /// <para> This call is asynchronous, with the result returned in NumberOfCurrentPlayers_t</para> /// </summary> public static SteamAPICall_t GetNumberOfCurrentPlayers() { InteropHelp.TestIfAvailableClient(); return((SteamAPICall_t)NativeMethods.ISteamUserStats_GetNumberOfCurrentPlayers(CSteamAPIContext.GetSteamUserStats())); }
/// <summary> /// <para> Attaches a piece of user generated content the user's entry on a leaderboard.</para> /// <para> hContent is a handle to a piece of user generated content that was shared using ISteamUserRemoteStorage::FileShare().</para> /// <para> This call is asynchronous, with the result returned in LeaderboardUGCSet_t.</para> /// </summary> public static SteamAPICall_t AttachLeaderboardUGC(SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC) { InteropHelp.TestIfAvailableClient(); return((SteamAPICall_t)NativeMethods.ISteamUserStats_AttachLeaderboardUGC(CSteamAPIContext.GetSteamUserStats(), hSteamLeaderboard, hUGC)); }
/// <summary> /// <para> Leaderboard functions</para> /// <para> asks the Steam back-end for a leaderboard by name, and will create it if it's not yet</para> /// <para> This call is asynchronous, with the result returned in LeaderboardFindResult_t</para> /// </summary> public static SteamAPICall_t FindOrCreateLeaderboard(string pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType) { InteropHelp.TestIfAvailableClient(); using (var pchLeaderboardName2 = new InteropHelp.UTF8StringHandle(pchLeaderboardName)) { return((SteamAPICall_t)NativeMethods.ISteamUserStats_FindOrCreateLeaderboard(CSteamAPIContext.GetSteamUserStats(), pchLeaderboardName2, eLeaderboardSortMethod, eLeaderboardDisplayType)); } }
/// <summary> /// <para> Call to get the user's current stats data. You should retrieve this data after receiving successful UserStatsReceived_t & UserStatsStored_t</para> /// <para> 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</para> /// <para> buffer size.</para> /// </summary> public static bool GetUserStatsData(IntPtr pvData, uint cubData, out uint pcubWritten) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamUserStats_GetUserStatsData(CSteamAPIContext.GetSteamUserStats(), pvData, cubData, out pcubWritten)); }
/// <summary> /// <para> returns the name of a leaderboard</para> /// </summary> public static string GetLeaderboardName(SteamLeaderboard_t hSteamLeaderboard) { InteropHelp.TestIfAvailableClient(); return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamUserStats_GetLeaderboardName(CSteamAPIContext.GetSteamUserStats(), hSteamLeaderboard))); }
/// <summary> /// <para> Get general attributes for an achievement. Accepts the following keys:</para> /// <para> - "name" and "desc" for retrieving the localized achievement name and description (returned in UTF8)</para> /// <para> - "hidden" for retrieving if an achievement is hidden (returns "0" when not hidden, "1" when hidden)</para> /// </summary> public static string GetAchievementDisplayAttribute(string pchName, string pchKey) { InteropHelp.TestIfAvailableClient(); using (var pchName2 = new InteropHelp.UTF8StringHandle(pchName)) using (var pchKey2 = new InteropHelp.UTF8StringHandle(pchKey)) { return(InteropHelp.PtrToStringUTF8(NativeMethods.ISteamUserStats_GetAchievementDisplayAttribute(CSteamAPIContext.GetSteamUserStats(), pchName2, pchKey2))); } }
/// <summary> /// <para> returns the display type of the leaderboard</para> /// </summary> public static ELeaderboardDisplayType GetLeaderboardDisplayType(SteamLeaderboard_t hSteamLeaderboard) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamUserStats_GetLeaderboardDisplayType(CSteamAPIContext.GetSteamUserStats(), hSteamLeaderboard)); }
/// <summary> /// <para> Used for iterating achievements. In general games should not need these functions because they should have a</para> /// <para> list of existing achievements compiled into them</para> /// </summary> public static uint GetNumAchievements() { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamUserStats_GetNumAchievements(CSteamAPIContext.GetSteamUserStats())); }
/// <summary> /// <para> as above, but downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers</para> /// <para> if a user doesn't have a leaderboard entry, they won't be included in the result</para> /// <para> a max of 100 users can be downloaded at a time, with only one outstanding call at a time</para> /// </summary> public static SteamAPICall_t DownloadLeaderboardEntriesForUsers(SteamLeaderboard_t hSteamLeaderboard, CSteamID[] prgUsers, int cUsers) { InteropHelp.TestIfAvailableClient(); return((SteamAPICall_t)NativeMethods.ISteamUserStats_DownloadLeaderboardEntriesForUsers(CSteamAPIContext.GetSteamUserStats(), hSteamLeaderboard, prgUsers, cUsers)); }
/// <summary> /// <para> Returns data about a single leaderboard entry</para> /// <para> use a for loop from 0 to LeaderboardScoresDownloaded_t::m_cEntryCount to get all the downloaded entries</para> /// <para> e.g.</para> /// <para> void OnLeaderboardScoresDownloaded( LeaderboardScoresDownloaded_t *pLeaderboardScoresDownloaded )</para> /// <para> {</para> /// <para> for ( int index = 0; index < pLeaderboardScoresDownloaded->m_cEntryCount; index++ )</para> /// <para> {</para> /// <para> LeaderboardEntry_t leaderboardEntry;</para> /// <para> int32 details[3]; // we know this is how many we've stored previously</para> /// <para> GetDownloadedLeaderboardEntry( pLeaderboardScoresDownloaded->m_hSteamLeaderboardEntries, index, &leaderboardEntry, details, 3 );</para> /// <para> assert( leaderboardEntry.m_cDetails == 3 );</para> /// <para> ...</para> /// <para> }</para> /// <para> once you've accessed all the entries, the data will be free'd, and the SteamLeaderboardEntries_t handle will become invalid</para> /// </summary> public static bool GetDownloadedLeaderboardEntry(SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, out LeaderboardEntry_t pLeaderboardEntry, int[] pDetails, int cDetailsMax) { InteropHelp.TestIfAvailableClient(); return(NativeMethods.ISteamUserStats_GetDownloadedLeaderboardEntry(CSteamAPIContext.GetSteamUserStats(), hSteamLeaderboardEntries, index, out pLeaderboardEntry, pDetails, cDetailsMax)); }