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KF2-Dev-Scripts/Engine/Classes/OnlineMarketplaceInterface.uc

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2020-12-13 15:01:13 +00:00
/**
* This interface provides accessors to the platform specific marketplace methods.
*/
interface OnlineMarketplaceInterface dependson(OnlineSubsystem);
/**
* Starts an async read of all available products
*
* @param LocalUserNum - the controller number of the associated user
* @param ParentId - if not empty, read products who are children of this product id
* @param ParentMediaType - if set, read products who are children of products of this type
* @param ChildMediaType - if set, read products who are parents of products of this type
* @param SortOrder - what order to sort the returned products in
*/
function bool ReadAvailableProducts(byte LocalUserNum, string ParentId, optional EMediaItemType ParentMediaType = MIT_Game, optional EMediaItemType ChildMediaType = MIT_Game, optional ECatalogSortOrder SortOrder = CSO_FreeAndPaidCountDaily);
/**
* Called when the async product read for the given media type has completed
*/
delegate OnReadAvailableProductsComplete(EMediaItemType MediaType);
/**
* Sets the delegate used to notify the gameplay code that the product read request has completed
*/
function AddReadAvailableProductsCompleteDelegate(byte LocalUserNum, delegate<OnReadAvailableProductsComplete> ReadAvailableProductsCompleteDelegate);
/**
* Clears the delegate used to notify the gameplay code that the product read request has completed
*/
function ClearReadAvailableProductsCompleteDelegate(byte LocalUserNum, delegate<OnReadAvailableProductsComplete> ReadAvailableProductsCompleteDelegate);
/**
* Copies the list of available products for the specified player
*
* @param LocalUserNum - the user to read the available products for
* @param MediaType - the type of media to return products for
* @param AvailableProducts - the out array that receives the copied data
*
* @return OERS_Done if the read has completed, otherwise one of the other states
*/
function EOnlineEnumerationReadState GetAvailableProducts(byte LocalUserNum, EMediaItemType MediaType, out array<MarketplaceProductDetails> AvailableProducts);
/**
* Resets the list of available products for the specified player
*
* @param LocalUserNum - the user to reset available products for
* @param MediaType - the type of media to reset products for
*
*/
function ResetAvailableProducts(byte LocalUserNum, EMediaItemType MediaType);
/**
* Starts an async read of additional product details
*
* @param LocalUserNum - the controller number of the associated user
* @param MediaType - the type of media items to retrieve additional details for
*/
function bool ReadAdditionalDetailsForProducts(byte LocalUserNum, EMediaItemType MediaType);
/**
* Called when the async additional detail read for the given media type has completed
*/
delegate OnReadAdditionalProductDetailsComplete(EMediaItemType MediaType);
/**
* Sets the delegate used to notify the gameplay code that the product additional detail read request has completed
*/
function AddReadAdditionalProductDetailsCompleteDelegate(byte LocalUserNum, delegate<OnReadAdditionalProductDetailsComplete> ReadAdditionalProductDetailsCompleteDelegate);
/**
* Clears the delegate used to notify the gameplay code that the product additional detail read request has completed
*/
function ClearReadAdditionalProductDetailsCompleteDelegate(byte LocalUserNum, delegate<OnReadAdditionalProductDetailsComplete> ReadAdditionalProductDetailsCompleteDelegate);
/**
* Starts an async read of all inventory items for a given user and media type
*
* @param LocalUserNum - the controller number of the associated user
* @param MediaType - media type of the inventory items to retrieve
*/
function bool ReadInventoryItems(byte LocalUserNum, optional EMediaItemType MediaType = MIT_GameConsumable);
/**
* Called when the async inventory read has completed
*/
delegate OnReadInventoryItemsComplete(EMediaItemType MediaType);
/**
* Sets the delegate used to notify the gameplay code that the inventory read request has completed
*/
function AddReadInventoryItemsCompleteDelegate(byte LocalUserNum, delegate<OnReadInventoryItemsComplete> ReadInventoryItemsCompleteDelegate);
/**
* Clears the delegate used to notify the gameplay code that the inventory read request has completed
*/
function ClearReadInventoryItemsCompleteDelegate(byte LocalUserNum, delegate<OnReadInventoryItemsComplete> ReadInventoryItemsCompleteDelegate);
/**
* Copies the list of inventory items for the specified player
*
* @param LocalUserNum - the user to read the inventory for
* @param MediaType - the type of inventory item to read
* @param AvailableProducts - the out array that receives the copied data
*
* @return OERS_Done if the read has completed, otherwise one of the other states
*/
function EOnlineEnumerationReadState GetInventoryItems(byte LocalUserNum, EMediaItemType MediaType, out array<MarketplaceInventoryItem> InventoryItems);
/**
* Resets the list of inventory items for the specified player
*
* @param LocalUserNum - the user to reset inventory items for
* @param MediaType - the type of inventory items to reset
*
*/
function ResetInventoryItems(byte LocalUserNum, EMediaItemType MediaType);
/**
* Consumes the given number of inventory items, if able
*
* @param LocalUserNum - the user to consume items for
* @param ProductId - the product identifier of the item to consume
* @param Quantity - the number of items to consume
* @param TransactionId - the transaction id of this consume request (NOTE: this needs to be unique to this request)
*/
function bool ConsumeInventoryItem(byte LocalUserNum, string ProductId, int Quantity, string TransactionId);
/*
* Called when the async consume request completes
*/
delegate OnConsumeInventoryItemComplete(string ProductId, bool bDidSucceed, int NewQuantity);
/**
* Sets the delegate used to notify the gameplay code that the inventory consume request has completed
*/
function AddConsumeInventoryItemCompleteDelegate(byte LocalUserNum, delegate<OnConsumeInventoryItemComplete> ConsumeInventoryItemCompleteDelegate);
/**
* Clears the delegate used to notify the gameplay code that the inventory consume request has completed
*/
function ClearConsumeInventoryItemCompleteDelegate(byte LocalUserNum, delegate<OnConsumeInventoryItemComplete> ConsumeInventoryItemCompleteDelegate);
//@HSL_BEGIN_XBOX - BWJ - 3-12-15 - Support for purchase item callback
delegate OnMarketplaceItemPurchased();
function AddMarketplaceItemPurchasedDelegate( delegate<OnMarketplaceItemPurchased> InDelegate );
function ClearMarketplaceItemPurchasedDelegate( delegate<OnMarketplaceItemPurchased> InDelegate );
//@HSL_END_XBOX