> ## Documentation Index
> Fetch the complete documentation index at: https://devdocs.xbox.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Obtenir les succès gérés par le titre

> Exemple de code XSAPI pour récupérer la liste des succès XBOX Live gérés par le titre d'un joueur, parcourir les pages de résultats et obtenir un succès unique par ID.

<a id="top" />

Cette rubrique couvre les points suivants :

* [Obtenir la liste des succès](#getting-the-achievements-list)
* [Obtenir la page suivante des résultats de succès](#getting-the-next-page-of-achievements-results)
* [Obtenir un succès unique](#getting-a-single-achievement)

<a id="getting-the-achievements-list" />

## Obtenir la liste des succès

Pour obtenir les succès du titre en cours d'exécution, appelez [XblAchievementsGetAchievementsForTitleIdAsync](/fr/reference/live/xsapi-c/achievements_c/functions/xblachievementsgetachievementsfortitleidasync), comme suit.

### Appel de XblAchievementsGetAchievementsForTitleIdAsync

**C++**

```cpp theme={null}
auto asyncBlock = std::make_unique<XAsyncBlock>();
asyncBlock->queue = queue;
asyncBlock->context = nullptr;
asyncBlock->callback = [](XAsyncBlock* asyncBlock)
{
    std::unique_ptr<XAsyncBlock> asyncBlockPtr{ asyncBlock }; // Take over ownership of XAsyncBlock*.

    XblAchievementsResultHandle resultHandle;
    auto hr = XblAchievementsGetAchievementsForTitleIdResult(asyncBlock, &resultHandle);

    if (SUCCEEDED(hr))
    {
        const XblAchievement* achievements = nullptr;
        size_t achievementsCount = 0;
        hr = XblAchievementsResultGetAchievements(resultHandle, &achievements, &achievementsCount);

        for (size_t i = 0; i < achievementsCount; i++)
        {
            LogToScreen("Achievement %s: %s = %s", 
                achievements[i].id, 
                achievements[i].name,
                (achievements[i].progressState == XblAchievementProgressState::Achieved) ? "Achieved" : "Not achieved");
        }

        XblAchievementsResultCloseHandle(resultHandle); // When you're done with the handle, close it.
        achievements = nullptr; // Clear the array after calling XblAchievementsResultCloseHandle to the pointer to freed memory.
        // Instead, you couldn't close the handle and store it. Then, 
        // if you needed to copy the handle, call XblAchievementsResultDuplicateHandle().
    }
};

HRESULT hr = XblAchievementsGetAchievementsForTitleIdAsync(
    xboxLiveContext,
    xboxUserId,
    titleId,
    achievementType,
    unlockedOnly,
    orderBy,
    skipItems,
    maxItems,
    asyncBlock.get()
);
if (SUCCEEDED(hr))
{
    // The call succeeded, so release the std::unique_ptr ownership of XAsyncBlock* because the callback will take over ownership.
    // If the call fails, std::unique_ptr will keep ownership and delete XAsyncBlock*.
    asyncBlock.release(); 
}
```

Pour plus d'informations, consultez les rubriques suivantes :

* [XAsyncBlock](/fr/reference/system/xasync/structs/xasyncblock)
* [XblAchievement](/fr/reference/live/xsapi-c/achievements_c/structs/xblachievement)
* [XblAchievementProgressState](/fr/reference/live/xsapi-c/achievements_c/enums/xblachievementprogressstate)
* [XblAchievementsGetAchievementsForTitleIdAsync](/fr/reference/live/xsapi-c/achievements_c/functions/xblachievementsgetachievementsfortitleidasync)
* [XblAchievementsGetAchievementsForTitleIdResult](/fr/reference/live/xsapi-c/achievements_c/functions/xblachievementsgetachievementsfortitleidresult)
* [XblAchievementsResultCloseHandle](/fr/reference/live/xsapi-c/achievements_c/functions/xblachievementsresultclosehandle)
* [XblAchievementsResultDuplicateHandle](/fr/reference/live/xsapi-c/achievements_c/functions/xblachievementsresultduplicatehandle)
* [XblAchievementsResultGetAchievements](/fr/reference/live/xsapi-c/achievements_c/functions/xblachievementsresultgetachievements)

[Retour en haut de cette rubrique.](#top)

<a id="getting-the-next-page-of-achievements-results" />

## Obtenir la page suivante des résultats de succès

Il peut y avoir d'autres pages de succès. Pour le vérifier, appelez [XblAchievementsResultHasNext](/fr/reference/live/xsapi-c/achievements_c/functions/xblachievementsresulthasnext), puis [XblAchievementsResultGetNextAsync](/fr/reference/live/xsapi-c/achievements_c/functions/xblachievementsresultgetnextasync).

### Appel de XblAchievementsResultHasNext

**API C plate**

```cpp theme={null}
HRESULT hr = S_OK;
bool hasNext = false;
if (achievementsResult != nullptr)
{
    hr = XblAchievementsResultHasNext(achievementsResult, &hasNext);
}
```

Pour plus d'informations, consultez [XblAchievementsResultHasNext](/fr/reference/live/xsapi-c/achievements_c/functions/xblachievementsresulthasnext).

### Appel de XblAchievementsResultGetNextAsync

Pour obtenir la page suivante de succès, appelez [XblAchievementsResultGetNextAsync](/fr/reference/live/xsapi-c/achievements_c/functions/xblachievementsresultgetnextasync), comme suit.

**C++**

```cpp theme={null}
auto asyncBlock = std::make_unique<XAsyncBlock>();
asyncBlock->queue = queue;
asyncBlock->context = nullptr;
asyncBlock->callback = [](XAsyncBlock* asyncBlock)
{
    std::unique_ptr<XAsyncBlock> asyncBlockPtr{ asyncBlock }; // Take over ownership of XAsyncBlock*.
    XblAchievementsResultHandle resultHandle;
    auto hr = XblAchievementsResultGetNextResult(asyncBlock, &resultHandle);

    if (SUCCEEDED(hr))
    {
        const XblAchievement* achievements = nullptr;
        size_t achievementsCount = 0;
        hr = XblAchievementsResultGetAchievements(resultHandle, &achievements, &achievementsCount);

        for (size_t i = 0; i < achievementsCount; i++)
        {
            LogToScreen("Achievement %s: %s = %s",
                achievements[i].id,
                achievements[i].name,
                (achievements[i].progressState == XblAchievementProgressState::Achieved) ? "Achieved" : "Not achieved");
        }

        XblAchievementsResultCloseHandle(resultHandle); // When you're done with the handle, close it.
        achievements = nullptr; // Clear the array after calling XblAchievementsResultCloseHandle to the pointer to freed memory.
    }
};

HRESULT hr = XblAchievementsResultGetNextAsync(
    achievementsResult,
    maxItems,
    asyncBlock.get()
);
if (SUCCEEDED(hr))
{
    // The call succeeded, so release the std::unique_ptr ownership of XAsyncBlock* because the callback will take over ownership.
    // If the call fails, std::unique_ptr will keep ownership and delete XAsyncBlock*.
    asyncBlock.release();
}
```

Pour plus d'informations, consultez les rubriques suivantes :

* [XAsyncBlock](/fr/reference/system/xasync/structs/xasyncblock)
* [XblAchievement](/fr/reference/live/xsapi-c/achievements_c/structs/xblachievement)
* [XblAchievementProgressState](/fr/reference/live/xsapi-c/achievements_c/enums/xblachievementprogressstate)
* [XblAchievementsResultCloseHandle](/fr/reference/live/xsapi-c/achievements_c/functions/xblachievementsresultclosehandle)
* [XblAchievementsResultGetAchievements](/fr/reference/live/xsapi-c/achievements_c/functions/xblachievementsresultgetachievements)
* [XblAchievementsResultGetNextAsync](/fr/reference/live/xsapi-c/achievements_c/functions/xblachievementsresultgetnextasync)
* [XblAchievementsResultGetNextResult](/fr/reference/live/xsapi-c/achievements_c/functions/xblachievementsresultgetnextresult)

[Retour en haut de cette rubrique.](#top)

<a id="getting-a-single-achievement" />

## Obtenir un succès unique

Pour obtenir un succès unique, appelez [XblAchievementsGetAchievementAsync](/fr/reference/live/xsapi-c/achievements_c/functions/xblachievementsgetachievementasync), comme suit.

**API C plate**

```cpp theme={null}
auto asyncBlock = std::make_unique<XAsyncBlock>();
asyncBlock->queue = queue;
asyncBlock->context = nullptr;
asyncBlock->callback = [](XAsyncBlock* asyncBlock)
{
    std::unique_ptr<XAsyncBlock> asyncBlockPtr{ asyncBlock }; // Take over ownership of XAsyncBlock*.
    XblAchievementsResultHandle resultHandle;
    auto hr = XblAchievementsGetAchievementResult(asyncBlock, &resultHandle);

    if (SUCCEEDED(hr))
    {
        const XblAchievement* achievements = nullptr;
        size_t achievementsCount = 0;
        hr = XblAchievementsResultGetAchievements( resultHandle, &achievements, &achievementsCount );

        // Use the achievements array to read the achievement data.

        XblAchievementsResultCloseHandle(resultHandle); // When you're done with the handle, close it.
        achievements = nullptr; // Clear the array after calling XblAchievementsResultCloseHandle to avoid the pointer to freed memory.
    }
};

HRESULT hr = XblAchievementsGetAchievementAsync(
    xboxLiveContext,
    xboxUserId,
    scid,
    achievementId.c_str(),
    asyncBlock.get()
);
if (SUCCEEDED(hr))
{
    // The call succeeded, so release the std::unique_ptr ownership of XAsyncBlock* because the callback will take over ownership.
    // If the call fails, std::unique_ptr will keep ownership and delete XAsyncBlock*.
    asyncBlock.release();
}
```

Pour plus d'informations, consultez les rubriques suivantes :

* [XAsyncBlock](/fr/reference/system/xasync/structs/xasyncblock)
* [XblAchievement](/fr/reference/live/xsapi-c/achievements_c/structs/xblachievement)
* [XblAchievementsGetAchievementAsync](/fr/reference/live/xsapi-c/achievements_c/functions/xblachievementsgetachievementasync)
* [XblAchievementsGetAchievementResult](/fr/reference/live/xsapi-c/achievements_c/functions/xblachievementsgetachievementresult)
* [XblAchievementsResultCloseHandle](/fr/reference/live/xsapi-c/achievements_c/functions/xblachievementsresultclosehandle)
* [XblAchievementsResultGetAchievements](/fr/reference/live/xsapi-c/achievements_c/functions/xblachievementsresultgetachievements)

[Retour en haut de cette rubrique.](#top)


## Related topics

- [Exemples de code pour les succès gérés par le titre](/fr/services/xbox-services/player-data/achievements/title-managed/how-to/live-achievements-howto-nav.md)
- [Obtenir les succès basés sur les événements](/fr/services/xbox-services/player-data/achievements/event-based/how-to/live-getting-event-based-achievements.md)
- [Procédures](/fr/services/xbox-services/player-data/achievements/title-managed/how-to/index.md)
- [Succès gérés par le titre](/fr/services/xbox-services/player-data/achievements/title-managed/live-achievements-tm-nav.md)
- [Géré par le titre](/fr/services/xbox-services/player-data/achievements/title-managed/index.md)
