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Engine.OnlinePlayerInterfaceEx


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/**
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 */

/**
 * This interface provides extended player functionality not supported by
 * all platforms. The OnlineSubsystem will return NULL when requesting this
 * interface on a platform where it is not supporeted.
 */
interface OnlinePlayerInterfaceEx dependson(OnlineSubsystem);

/**
 * Displays the UI that allows a player to give feedback on another player
 *
 * @param LocalUserNum the controller number of the associated user
 * @param PlayerId the id of the player having feedback given for
 *
 * @return TRUE if it was able to show the UI, FALSE if it failed
 */
function bool ShowFeedbackUI(byte LocalUserNum,UniqueNetId PlayerId);

/**
 * Displays the gamer card UI for the specified player
 *
 * @param LocalUserNum the controller number of the associated user
 * @param PlayerId the id of the player to show the gamer card of
 *
 * @return TRUE if it was able to show the UI, FALSE if it failed
 */
function bool ShowGamerCardUI(byte LocalUserNum,UniqueNetId PlayerId);

/**
 * Displays the messages UI for a player
 *
 * @param LocalUserNum the controller number of the associated user
 *
 * @return TRUE if it was able to show the UI, FALSE if it failed
 */
function bool ShowMessagesUI(byte LocalUserNum);

/**
 * Displays the achievements UI for a player
 *
 * @param LocalUserNum the controller number of the associated user
 *
 * @return TRUE if it was able to show the UI, FALSE if it failed
 */
function bool ShowAchievementsUI(byte LocalUserNum);

/**
 * Displays the invite ui
 *
 * @param LocalUserNum the local user sending the invite
 * @param InviteText the string to prefill the UI with
 */
function bool ShowInviteUI(byte LocalUserNum,optional string InviteText);

/**
 * Displays the marketplace UI for content
 *
 * @param LocalUserNum the local user viewing available content
 */
function bool ShowContentMarketplaceUI(byte LocalUserNum);

/**
 * Displays the marketplace UI for memberships
 *
 * @param LocalUserNum the local user viewing available memberships
 */
function bool ShowMembershipMarketplaceUI(byte LocalUserNum);

/**
 * Displays the UI that allows the user to choose which device to save content to
 *
 * @param LocalUserNum the controller number of the associated user
 * @param SizeNeeded the size of the data to be saved in bytes
 * @param bForceShowUI true to always show the UI, false to only show the
 *		  UI if there are multiple valid choices
 *
 * @return TRUE if it was able to show the UI, FALSE if it failed
 */
function bool ShowDeviceSelectionUI(byte LocalUserNum,int SizeNeeded,bool bForceShowUI = false);

/**
 * Adds the delegate used to notify the gameplay code that the user has completed
 * their device selection
 *
 * @param DeviceDelegate the delegate to use for notifications
 */
function AddDeviceSelectionDoneDelegate(byte LocalUserNum,delegate<OnDeviceSelectionComplete> DeviceDelegate);

/**
 * Removes the specified delegate from the list of callbacks
 *
 * @param DeviceDelegate the delegate to use for notifications
 */
function ClearDeviceSelectionDoneDelegate(byte LocalUserNum,delegate<OnDeviceSelectionComplete> DeviceDelegate);

/**
 * Fetches the results of the device selection
 *
 * @param LocalUserNum the player to check the results for
 * @param DeviceName out param that gets a copy of the string
 *
 * @return the ID of the device that was selected
 * NOTE: Zero means the user hasn't selected one
 */
function int GetDeviceSelectionResults(byte LocalUserNum,out string DeviceName); 

/**
 * Delegate used when the device selection request has completed
 *
 * @param bWasSuccessful true if the async action completed without error, false if there was an error
 */
delegate OnDeviceSelectionComplete(bool bWasSuccessful);

/**
 * Checks the device id to determine if it is still valid (could be removed)
 *
 * @param DeviceId the device to check
 *
 * @return true if valid, false otherwise
 */
function bool IsDeviceValid(int DeviceId);

/**
 * Unlocks the specified achievement for the specified user
 *
 * @param LocalUserNum the controller number of the associated user
 * @param AchievementId the id of the achievement to unlock
 *
 * @return TRUE if the call worked, FALSE otherwise
 */
function bool UnlockAchievement(byte LocalUserNum,int AchievementId);

/**
 * Adds the delegate used to notify the gameplay code that the achievement unlocking has completed
 *
 * @param LocalUserNum which user to watch for read complete notifications
 * @param UnlockAchievementCompleteDelegate the delegate to use for notifications
 */
function AddUnlockAchievementCompleteDelegate(byte LocalUserNum,delegate<OnUnlockAchievementComplete> UnlockAchievementCompleteDelegate);

/**
 * Clears the delegate used to notify the gameplay code that the achievement unlocking has completed
 *
 * @param LocalUserNum which user to watch for read complete notifications
 * @param UnlockAchievementCompleteDelegate the delegate to use for notifications
 */
function ClearUnlockAchievementCompleteDelegate(byte LocalUserNum,delegate<OnUnlockAchievementComplete> UnlockAchievementCompleteDelegate);

/**
 * Delegate used when the achievement unlocking has completed
 *
 * @param bWasSuccessful true if the async action completed without error, false if there was an error
 */
delegate OnUnlockAchievementComplete(bool bWasSuccessful);

/**
* Returns whether or not an achievement has been unlocked
*
* @return true if the achievement is already unlocked, false otherwise
*/
function bool IsAchievementUnlocked(int AchievementId);

/**
 * Unlocks a gamer picture for the local user
 *
 * @param LocalUserNum the user to unlock the picture for
 * @param PictureId the id of the picture to unlock
 */
function bool UnlockGamerPicture(byte LocalUserNum,int PictureId);

/**
 * Called when an external change to player profile data has occured
 */
delegate OnProfileDataChanged();

/**
 * Sets the delegate used to notify the gameplay code that someone has changed their profile data externally
 *
 * @param LocalUserNum the user the delegate is interested in
 * @param ProfileDataChangedDelegate the delegate to use for notifications
 */
function AddProfileDataChangedDelegate(byte LocalUserNum,delegate<OnProfileDataChanged> ProfileDataChangedDelegate);

/**
 * Clears the delegate used to notify the gameplay code that someone has changed their profile data externally
 *
 * @param LocalUserNum the user the delegate is interested in
 * @param ProfileDataChangedDelegate the delegate to use for notifications
 */
function ClearProfileDataChangedDelegate(byte LocalUserNum,delegate<OnProfileDataChanged> ProfileDataChangedDelegate);

/**
 * Displays the UI that shows a user's list of friends
 *
 * @param LocalUserNum the controller number of the associated user
 * @param PlayerId the id of the player being invited
 *
 * @return TRUE if it was able to show the UI, FALSE if it failed
 */
function bool ShowFriendsInviteUI(byte LocalUserNum,UniqueNetId PlayerId);

/**
 * Displays the UI that shows the player list
 *
 * @param LocalUserNum the controller number of the associated user
 *
 * @return TRUE if it was able to show the UI, FALSE if it failed
 */
function bool ShowPlayersUI(byte LocalUserNum);

defaultproperties
{
   Name="Default__OnlinePlayerInterfaceEx"
   ObjectArchetype=Interface'Core.Default__Interface'
}

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Class file time: tr 31-1-2018 17:18:30.000 - Creation time: sk 18-3-2018 10:01:10.753 - Created with UnCodeX