#ifndef ISTEAMUSERSTATS001_H
#define ISTEAMUSERSTATS001_H
#ifdef STEAM_WIN32
#pragma once
#endif

class ISteamUserStats001
{
public:
	virtual uint32 GetNumStats( CGameID nGameID ) = 0;
	virtual const char *GetStatName( CGameID nGameID, uint32 iStat ) = 0;
	virtual ESteamUserStatType GetStatType( CGameID nGameID, const char *pchName ) = 0;
	virtual uint32 GetNumAchievements( CGameID nGameID ) = 0;
	virtual const char *GetAchievementName( CGameID nGameID, uint32 iAchievement ) = 0;
	virtual uint32 GetNumGroupAchievements( CGameID nGameID ) = 0;
	virtual const char *GetGroupAchievementName( CGameID nGameID, uint32 iAchievement ) = 0;
	virtual bool RequestCurrentStats( CGameID nGameID ) = 0;
	virtual bool GetStat( CGameID nGameID, const char *pchName, int32 *pData ) = 0;
	virtual bool GetStat( CGameID nGameID, const char *pchName, float *pData ) = 0;
	virtual bool SetStat( CGameID nGameID, const char *pchName, int32 nData ) = 0;
	virtual bool SetStat( CGameID nGameID, const char *pchName, float fData ) = 0;
	virtual bool UpdateAvgRateStat( CGameID nGameID, const char *pchName, float flCountThisSession, double dSessionLength ) = 0;
	virtual bool GetAchievement( CGameID nGameID, const char *pchName, bool *pbAchieved ) = 0;
	virtual bool GetGroupAchievement( CGameID nGameID, const char *pchName, bool *pbAchieved ) = 0;
	virtual bool SetAchievement( CGameID nGameID, const char *pchName ) = 0;
	virtual bool SetGroupAchievement( CGameID nGameID, const char *pchName ) = 0;
	virtual bool StoreStats( CGameID nGameID ) = 0;
	virtual bool ClearAchievement( CGameID nGameID, const char *pchName ) = 0;
	virtual bool ClearGroupAchievement( CGameID nGameID, const char *pchName ) = 0;
	virtual int GetAchievementIcon( CGameID nGameID, const char *pchName ) = 0;
	virtual const char *GetAchievementDisplayAttribute( CGameID nGameID, const char *pchName, const char *pchKey ) = 0;
};

#endif // ISTEAMUSERSTATS001_H