> ## 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.

# 获取作品管理的成就

> 用于检索玩家作品管理的 XBOX Live 成就列表、分页浏览结果以及通过 ID 获取单个成就的示例 XSAPI 代码。

<a id="top" />

本主题包括以下内容：

* [获取成就列表](#getting-the-achievements-list)
* [获取下一页成就结果](#getting-the-next-page-of-achievements-results)
* [获取单个成就](#getting-a-single-achievement)

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

## 获取成就列表

要获取正在运行的作品的成就，请按如下所示调用 [XblAchievementsGetAchievementsForTitleIdAsync](/reference/live/xsapi-c/achievements_c/functions/xblachievementsgetachievementsfortitleidasync)。

### 调用 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(); 
}
```

有关更多信息，请参阅以下内容：

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

[返回到本主题顶部。](#top)

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

## 获取下一页成就结果

可能还有更多页面的成就。要进行检查，请调用 [XblAchievementsResultHasNext](/reference/live/xsapi-c/achievements_c/functions/xblachievementsresulthasnext)，然后调用 [XblAchievementsResultGetNextAsync](/reference/live/xsapi-c/achievements_c/functions/xblachievementsresultgetnextasync)。

### 调用 XblAchievementsResultHasNext

**Flat C API**

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

有关更多信息，请参阅 [XblAchievementsResultHasNext](/reference/live/xsapi-c/achievements_c/functions/xblachievementsresulthasnext)。

### 调用 XblAchievementsResultGetNextAsync

要获取下一页成就，请按如下所示调用 [XblAchievementsResultGetNextAsync](/reference/live/xsapi-c/achievements_c/functions/xblachievementsresultgetnextasync)。

**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();
}
```

有关更多信息，请参阅以下内容：

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

[返回到本主题顶部。](#top)

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

## 获取单个成就

要获取单个成就，请按如下所示调用 [XblAchievementsGetAchievementAsync](/reference/live/xsapi-c/achievements_c/functions/xblachievementsgetachievementasync)。

**Flat C API**

```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();
}
```

有关更多信息，请参阅以下内容：

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

[返回到本主题顶部。](#top)


## Related topics

- [作品管理的成就示例代码](/zh-CN/services/xbox-services/player-data/achievements/title-managed/how-to/live-achievements-howto-nav.md)
- [更新作品管理的成就](/zh-CN/services/xbox-services/player-data/achievements/title-managed/how-to/live-how-to-update-achievements.md)
- [作品管理的成就概念](/zh-CN/services/xbox-services/player-data/achievements/title-managed/concepts/live-achievements-tm-concepts-nav.md)
- [作品管理的成就门户配置](/zh-CN/services/xbox-services/player-data/achievements/title-managed/config/live-achievements-tm-config-nav.md)
- [在合作伙伴中心配置作品管理的成就](/zh-CN/services/xbox-services/player-data/achievements/title-managed/config/live-achievements-tm-config.md)
