steamworks.getAchievementImageInfo()

Type Function
Return value ImageInfo
Revision 2017.3060
Keywords steam, steamworks, achievements, getAchievementImageInfo
See also steamworks.newImageRect()
steamworks.newTexture()
steamworks.*

Overview

Returns an ImageInfo object. This provides information about one achievement image such as its pixel width, pixel height, and unique image handle. This object's imageHandle property is needed to load the image via the steamworks.newImageRect() and steamworks.newTexture() functions.

The returned ImageInfo object will always reference an image matching the achievement's current locked or unlocked state. For example, if the achievement is currently locked, then the returned ImageInfo object will reference the locked achievement image. If the achievement is unlocked, then the returned ImageInfo object will referenced the unlocked achievement image.

Gotchas

This function will typically return nil in the following case:

Additionally, this function will always return nil in these cases:

Syntax

steamworks.getAchievementImageInfo( achievementName )
achievementName (required)

String. On the Steamworks website, this is the unique name of the achievement set under the API Name Progress Stat column.

Example

local steamworks = require( "plugin.steamworks" )

-- Creates a new display object which will automatically be "filled" with an achievement image
-- Image will be associated with the given unique achievement name
-- Image will automatically change when achievement changes from locked to unlocked
local function newSteamAchievementImage( achievementName )

    -- Create a rectangle which we'll later fill with the achievement image
    -- Note that Steam expects you to upload 64x64 pixel achievement images
    local defaultAchievementPixelSize = 64
    local achievementImage = display.newRect(
            display.contentCenterX, display.contentCenterY,
            defaultAchievementPixelSize * display.contentScaleX,
            defaultAchievementPixelSize * display.contentScaleY )
    if ( achievementImage == nil ) then
        return nil
    end

    -- Updates the achievement display object's "fill" to show the newest image
    local function updateAchievementTexture()
        -- Attempt to fetch info about the achievement's image
        -- Note that this function is likely to return nil on app startup
        local imageInfo = steamworks.getAchievementImageInfo( achievementName )
        if ( imageInfo == nil ) then
            return
        end

        -- Load the achievement image into a new texture resource object
        local newTexture = steamworks.newTexture( imageInfo.imageHandle )
        if ( newTexture == nil ) then
            return
        end

        -- Update the display object to show the achievement image
        achievementImage.fill =
        {
            type = "image",
            filename = newTexture.filename,
            baseDir = newTexture.baseDir
        }

        -- Release the texture reference created above
        newTexture:releaseSelf()
    end

    -- Attempt to update the display object with Steam's current image, if available
    -- If not currently available, this function call will trigger Steam to download it
    -- In this case, it dispatches an "achievementImageUpdate" event to be received below
    updateAchievementTexture()

    -- Set up a listener to be called when an achievement's image/status has changed
    local function onAchievementUpdated( event )
        if ( event.achievementName == achievementName ) then
            updateAchievementTexture()
        end
    end
    steamworks.addEventListener( "achievementImageUpdate", onAchievementUpdated )
    steamworks.addEventListener( "achievementInfoUpdate", onAchievementUpdated )

    -- Set up a listener to be called when the achievement display object is being removed
    local function onFinalizing( event )
        -- Remove event listeners which were added above
        steamworks.removeEventListener( "achievementImageUpdate", onAchievementUpdated )
        steamworks.removeEventListener( "achievementInfoUpdate", onAchievementUpdated )
    end
    achievementImage:addEventListener( "finalize", onFinalizing )

    -- Return the achievement display object created above
    return achievementImage
end

-- Lock all achievements and reset all user stats on startup
-- Note that this is for testing purposes (don't do this in a published game!)
steamworks.resetUserProgress()

-- Display image of "Achievement 1"
local achievement1 = newSteamAchievementImage( "Achievement 1" )
if ( achievement1 ) then
    achievement1.x = display.contentWidth * 0.25
    achievement1.y = display.contentCenterY
    -- Add functionality to unlock achievement upon click
    function achievement1:tap( event )
        steamworks.setAchievementUnlocked( "Achievement 1" )
    end
    achievement1:addEventListener( "tap" )
end

-- Display image of "Achievement 2"
local achievement2 = newSteamAchievementImage( "Achievement 2" )
if ( achievement2 ) then
    achievement2.x = display.contentWidth * 0.75
    achievement2.y = display.contentCenterY
    -- Add functionality to unlock achievement upon click
    function achievement2:tap( event )
        steamworks.setAchievementUnlocked( "Achievement 2" )
    end
    achievement2:addEventListener( "tap" )
end