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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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