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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ /** * This interface provides accessors to the platform specific content * system (ie downloadable content, etc) */ interface OnlineContentInterface dependson(OnlineSubsystem); /** * Delegate used in content change (add or deletion) notifications * for any user */ delegate OnContentChange(); /** * Adds the delegate used to notify the gameplay code that (downloaded) content changed * * @param Content Delegate the delegate to use for notifications * @param LocalUserNum whether to watch for changes on a specific slot or all slots */ function AddContentChangeDelegate(delegate<OnContentChange> ContentDelegate, optional byte LocalUserNum = 255); /** * Removes the delegate from the set of delegates that are notified * * @param Content Delegate the delegate to use for notifications * @param LocalUserNum whether to watch for changes on a specific slot or all slots */ function ClearContentChangeDelegate(delegate<OnContentChange> ContentDelegate, optional byte LocalUserNum = 255); /** * Delegate used when the content read request has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnReadContentComplete(bool bWasSuccessful); /** * Adds the delegate used to notify the gameplay code that the content read request has completed * * @param LocalUserNum The user to read the content list of * @param ReadContentCompleteDelegate the delegate to use for notifications */ function AddReadContentComplete(byte LocalUserNum,delegate<OnReadContentComplete> ReadContentCompleteDelegate); /** * Clears the delegate used to notify the gameplay code that the content read request has completed * * @param LocalUserNum The user to read the content list of * @param ReadContentCompleteDelegate the delegate to use for notifications */ function ClearReadContentComplete(byte LocalUserNum,delegate<OnReadContentComplete> ReadContentCompleteDelegate); /** * Starts an async task that retrieves the list of downloaded content for the player. * * @param LocalUserNum The user to read the content list of * * @return true if the read request was issued successfully, false otherwise */ function bool ReadContentList(byte LocalUserNum); /** * Retrieve the list of content the given user has downloaded or otherwise retrieved * to the local console. * @param LocalUserNum The user to read the content list of * @param ContentList The out array that receives the list of all content * * @return OERS_Done if the read has completed, otherwise one of the other states */ function EOnlineEnumerationReadState GetContentList(byte LocalUserNum, out array<OnlineContent> ContentList); /** * Asks the online system for the number of new and total content downloads * * @param LocalUserNum the user to check the content download availability for * * @return TRUE if the call succeeded, FALSE otherwise */ function bool QueryAvailableDownloads(byte LocalUserNum); /** * Called once the download query completes * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ delegate OnQueryAvailableDownloadsComplete(bool bWasSuccessful); /** * Adds the delegate used to notify the gameplay code that the content download query has completed * * @param LocalUserNum the user to check the content download availability for * @param ReadContentCompleteDelegate the delegate to use for notifications */ function AddQueryAvailableDownloadsComplete(byte LocalUserNum,delegate<OnQueryAvailableDownloadsComplete> QueryDownloadsDelegate); /** * Clears the delegate used to notify the gameplay code that the content download query has completed * * @param LocalUserNum the user to check the content download availability for * @param ReadContentCompleteDelegate the delegate to use for notifications */ function ClearQueryAvailableDownloadsComplete(byte LocalUserNum,delegate<OnQueryAvailableDownloadsComplete> QueryDownloadsDelegate); /** * Returns the number of new and total downloads available for the user * * @param LocalUserNum the user to check the content download availability for * @param NewDownloads out value of the number of new downloads available * @param TotalDownloads out value of the number of total downloads available */ function GetAvailableDownloadCounts(byte LocalUserNum,out int NewDownloads,out int TotalDownloads); defaultproperties { Name="Default__OnlineContentInterface" ObjectArchetype=Interface'Core.Default__Interface' } |
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