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SteamRequests.h
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1// Copyright 2021 Artur 'NijoMeisteR' Dworaczek. All Rights Reserved.
2
3#pragma once
4
5#include "CoreMinimal.h"
7#include "UObject/NoExportTypes.h"
8#include "SteamRequests.generated.h"
9
11UENUM(BlueprintType, Category = "Simple Steam Stats & Achievements")
12enum class ESteamStatType : uint8
13{
14 STAT_INT UMETA(DisplayName = "Integer"),
15 STAT_FLOAT UMETA(DisplayName = "Float"),
16 STAT_AVGRATE UMETA(DisplayName = "Average"),
17};
18
20UENUM(BlueprintType, Category = "Simple Steam Stats & Achievements")
21enum class ESteamGlobalStatType : uint8
22{
23 STAT_INT UMETA(DisplayName = "Integer"),
24 STAT_FLOAT UMETA(DisplayName = "Float"),
25};
26
28USTRUCT(BlueprintType, Category = "Simple Steam Stats & Achievements")
30{
31 GENERATED_BODY()
32
33 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Simple Steam Stats & Achievements")
34 FString FriendlyStatName;
35 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Simple Steam Stats & Achievements")
36 FString APIStatName;
37 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Simple Steam Stats & Achievements")
39 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Simple Steam Stats & Achievements")
40 int32 IntegerValue;
41 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Simple Steam Stats & Achievements")
42 float FloatValue;
43
44 // Constructor
46 {
47 FriendlyStatName = "";
48 APIStatName = "";
49 StatType = ESteamStatType::STAT_INT;
50 IntegerValue = 0;
51 FloatValue = 0.f;
52 }
53 explicit FSteamStat(const FString& APIName, const ESteamStatType Type)
54 {
55 FriendlyStatName = "";
56 APIStatName = APIName;
57 StatType = Type;
58 IntegerValue = 0;
59 FloatValue = 0.f;
60 }
61
62};
63
65// USTRUCT(BlueprintType)
66// struct FSteamLeaderboardEntry
67// {
68// GENERATED_BODY()
69//
70// UPROPERTY(BlueprintReadOnly, Category = "Steam Leaderboards")
71// int32 Rank = 0;
72// UPROPERTY(BlueprintReadOnly, Category = "Steam Leaderboards")
73// FString UserID = "UserID";
74// UPROPERTY(BlueprintReadOnly, Category = "Steam Leaderboards")
75// FString User = "User";
76// UPROPERTY(BlueprintReadOnly, Category = "Steam Leaderboards")
77// int32 Score = 0;
78// };
79//
80//
81// // the sort order of a leaderboard
82// UENUM(BlueprintType, Category = "Simple Steam Stats & Achievements")
83// enum ESteamLeaderboardSortMethod : uint8
84// {
85// LeaderboardSortMethodNone = 0,
86// LeaderboardSortMethodAscending = 1, // top-score is lowest number
87// LeaderboardSortMethodDescending = 2, // top-score is highest number
88// };
89//
90// // type of data request, when downloading leaderboard entries
91// UENUM(BlueprintType, Category = "Simple Steam Stats & Achievements")
92// enum ESteamLeaderboardDataRequest : uint8
93// {
94// LeaderboardDataRequestGlobal = 0,
95// LeaderboardDataRequestGlobalAroundUser = 1,
96// LeaderboardDataRequestFriends = 2,
97// LeaderboardDataRequestUsers = 3
98// };
99//
100// // the display type (used by the Steam Community web site) for a leaderboard
101// UENUM(BlueprintType, Category = "Simple Steam Stats & Achievements")
102// enum ESteamLeaderboardDisplayType : uint8
103// {
104// LeaderboardDisplayTypeNone = 0,
105// LeaderboardDisplayTypeNumeric = 1, // simple numerical score
106// LeaderboardDisplayTypeTimeSeconds = 2, // the score represents a time, in seconds
107// LeaderboardDisplayTypeTimeMilliSeconds = 3, // the score represents a time, in milliseconds
108// };
109//
110// UENUM(BlueprintType, Category = "Simple Steam Stats & Achievements")
111// enum ESteamLeaderboardUploadScoreMethod : uint8
112// {
113// LeaderboardUploadScoreMethodNone = 0,
114// LeaderboardUploadScoreMethodKeepBest = 1, // Leaderboard will keep user's best score
115// LeaderboardUploadScoreMethodForceUpdate = 2, // Leaderboard will always replace score with specified
116// };
117//
118//
119// // Define FSteamLeaderboard as a uint64 type
120// typedef uint64 FSteamLeaderboard;
121//
122// USTRUCT(BlueprintType)
123// struct FSteamLeaderboardHandle
124// {
125// GENERATED_BODY()
126//
127// FSteamLeaderboard Handle;
128//
129// FSteamLeaderboardHandle()
130// : Handle(0)
131// {
132// }
133//
134// FSteamLeaderboardHandle(FSteamLeaderboard InHandle)
135// : Handle(InHandle)
136// {
137// }
138//
139// bool IsValid() const
140// {
141// return Handle != 0;
142// }
143// };
144
145
147UCLASS()
148class STATSINTEGRATION_API USteamRequests : public UObject
149{
150 GENERATED_BODY()
151
152};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
ESteamStatType
Definition SteamRequests.h:13
ESteamGlobalStatType
Definition SteamRequests.h:22
Definition SteamRequests.h:149
Definition SteamRequests.h:30
FSteamStat(const FString &APIName, const ESteamStatType Type)
Definition SteamRequests.h:53