Files
RCBASIC4/rcbasic_runtime/rc_steam.cpp
2025-07-08 21:17:11 -05:00

121 lines
3.1 KiB
C++
Executable File

#include "rc_steam.h"
CSteamAchievements::CSteamAchievements(Achievement_t *Achievements, int NumAchievements):
m_iAppID( 0 ),
m_bInitialized( false ),
m_CallbackUserStatsReceived( this, &CSteamAchievements::OnUserStatsReceived ),
m_CallbackUserStatsStored( this, &CSteamAchievements::OnUserStatsStored ),
m_CallbackAchievementStored( this, &CSteamAchievements::OnAchievementStored )
{
m_iAppID = SteamUtils()->GetAppID();
m_pAchievements = Achievements;
m_iNumAchievements = NumAchievements;
RequestStats();
}
void CSteamAchievements::OutputDebugString(std::string dbg_string)
{
std::cout << dbg_string << std::endl;
}
bool CSteamAchievements::RequestStats()
{
// Is Steam loaded? If not we can't get stats.
if ( NULL == SteamUserStats() || NULL == SteamUser() )
{
return false;
}
// Is the user logged on? If not we can't get stats.
if ( !SteamUser()->BLoggedOn() )
{
return false;
}
// Request user stats. NOTE: No longer required according to header
//return SteamUserStats()->RequestCurrentStats();
return true;
}
bool CSteamAchievements::SetAchievement(const char* ID)
{
// Have we received a call back from Steam yet?
if (m_bInitialized)
{
SteamUserStats()->SetAchievement(ID);
return SteamUserStats()->StoreStats();
}
// If not then we can't set achievements yet
return false;
}
int64 CSteamAchievements::GetAppID()
{
return m_iAppID;
}
void CSteamAchievements::OnUserStatsReceived( UserStatsReceived_t *pCallback )
{
// we may get callbacks for other games' stats arriving, ignore them
if ( m_iAppID == pCallback->m_nGameID )
{
if ( k_EResultOK == pCallback->m_eResult )
{
OutputDebugString("Received stats and achievements from Steam\n");
m_bInitialized = true;
// load achievements
for ( int iAch = 0; iAch < m_iNumAchievements; ++iAch )
{
Achievement_t &ach = m_pAchievements[iAch];
SteamUserStats()->GetAchievement(ach.m_pchAchievementID, &ach.m_bAchieved);
printf( ach.m_rgchName, sizeof(ach.m_rgchName), "%s",
SteamUserStats()->GetAchievementDisplayAttribute(ach.m_pchAchievementID,
"name"));
printf( ach.m_rgchDescription, sizeof(ach.m_rgchDescription), "%s",
SteamUserStats()->GetAchievementDisplayAttribute(ach.m_pchAchievementID,
"desc"));
}
}
else
{
char buffer[128];
printf( buffer, 128, "RequestStats - failed, %d\n", pCallback->m_eResult );
OutputDebugString( buffer );
}
}
}
void CSteamAchievements::OnUserStatsStored( UserStatsStored_t *pCallback )
{
// we may get callbacks for other games' stats arriving, ignore them
if ( m_iAppID == pCallback->m_nGameID )
{
if ( k_EResultOK == pCallback->m_eResult )
{
OutputDebugString( "Stored stats for Steam\n" );
}
else
{
char buffer[128];
printf( buffer, 128, "StatsStored - failed, %d\n", pCallback->m_eResult );
OutputDebugString( buffer );
}
}
}
void CSteamAchievements::OnAchievementStored( UserAchievementStored_t *pCallback )
{
// we may get callbacks for other games' stats arriving, ignore them
if ( m_iAppID == pCallback->m_nGameID )
{
OutputDebugString( "Stored Achievement for Steam\n" );
}
}