// STEAM Stats
CSteamStats::CSteamStats(Stat_t *Stats, int NumStats) :
 m_iAppID( 0 ),
 m_bInitialized( false ),
 m_CallbackUserStatsReceived( this, &CSteamStats::OnUserStatsReceived ),
 m_CallbackUserStatsStored( this, &CSteamStats::OnUserStatsStored )
{
	m_iAppID = SteamUtils()->GetAppID();
	m_pStats = Stats;
	m_iNumStats = NumStats;
	RequestStats();
}
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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();
}
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bool CSteam::Initialize() {
	if (m_bInitialized) return true;

	// Try to initialize the version safe API
	m_bInitialized = (SteamAPI_InitSafe() && m_ctx.Init());

	if (!m_bInitialized) {
		SteamAPI_Shutdown();
		m_ctx.Clear();
		return false;
	}

	m_iAppID = m_ctx.SteamUtils()->GetAppID();
	RequestStats();

	return true;
}
Esempio n. 4
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/*
 * StatButtonCommand:  User pressed stat button
 */
void StatButtonCommand(HWND hwnd, int id, HWND hwndCtl, UINT codeNotify)
{
	int group;
	list_type stat_list;

	group = StatsFindGroupByHwnd(hwndCtl) + 1;  // Skip main stat group
	if (group == GROUP_NONE)
		return;

	if (group != StatsGetCurrentGroup())
	{
		//	ajw Changes to make Inventory act somewhat like one of the stats groups.
		if( StatsGetCurrentGroup() == STATS_INVENTORY )
		{
			//	Inventory must be going away.
			ShowInventory( False );
//			StatsShowGroup( True );
		}

		if( group == STATS_INVENTORY )
		{
			//	The hacks continue... Force previously toggled non-inventory button to repaint and show new unpressed state.
			InvalidateRect( buttons[ StatsGetCurrentGroup()-2 ].hwnd, NULL, FALSE );

			StatsShowGroup( False );
			ShowInventory( True );
			DisplayInventoryAsStatGroup( (BYTE)STATS_INVENTORY );
		}
		else
		{
			// Check stat cache; if group not present, ask server
			if (StatCacheGetEntry(group, &stat_list) == True)
				DisplayStatGroup((BYTE) group, stat_list);
			else
			{
				debug(("Requesting group %d\n", group));
				RequestStats(group);
			}
		}
	}
	if( StatsGetCurrentGroup() == STATS_INVENTORY )
		InventorySetFocus( True );		//	Force focus to leave stats group window after button within it was pushed.
	//	[ xxx Still broken - click on Inv when it is already selected, but drag off of button and release. ]
}