Type Function Return value ImageInfo Revision 2017.3060 Keywords steam, steamworks, achievements, getAchievementImageInfo See also steamworks.newImageRect() steamworks.newTexture() steamworks.*
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.
This function will typically return nil
in the following case:
Additionally, this function will always return nil
in these cases:
An invalid achievement name was specified.
The steamworks.isLoggedOn property is false
, indicating that the application is not currently connected to the Steam client.
The image has not yet been downloaded from Steam. In this case, an achievementImageUpdate event will be dispatched once downloaded.
steamworks.getAchievementImageInfo( achievementName )
String. On the Steamworks website, this is the unique name of the achievement set under the
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