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

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 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);
//@HSL_BEGIN_XBOX
/**
* Displays the UI with Help documentation
*
* @param LocalUserNum the controller number of the associated user
*
* @return TRUE if the async show command is processing, FALSE if it failed to initialize
*/
function bool ShowHelpUI(byte LocalUserNum);
/**
* Displays the UI with Help documentation for a given error the application has encountered
*
* @param ContextId application specific context within which the error occurred
* @param ErrorString a string representation of the error
*
* @return TRUE if the async show command is processing, FALSE if it failed to initialize
*/
function bool ShowHelpForErrorUI(string ContextId, string ErrorString);
/**
* Delegate used when a show help request has completed
*
* @param bWasSuccessful true if the async action completed without error, false if there was an error
*/
delegate OnShowHelpComplete(bool bWasSuccessful);
/**
* Adds the delegate used to notify the gameplay code that a show help request has finished
*
* @param ShowHelpDelegate the delegate to use for notifications
*/
function AddShowHelpCompleteDelegate(delegate<OnShowHelpComplete> HelpDelegate);
/**
* Removes the specified delegate from the list of callbacks
*
* @param ShowHelpDelegate the delegate to use for notifications
*/
function ClearShowHelpCompleteDelegate(delegate<OnShowHelpComplete> HelpDelegate);
/**
* Displays the UI with Help documentation
*
* @param URL link to show
*
* @return TRUE if the show command succeded, FALSE otherwise
*/
function bool ShowVideo(string URL);
/**
* Delegate used when a show gamer card request has completed
*/
delegate OnShowGamerCardComplete(bool bWasSuccessful);
/**
* Adds the delegate used to notify the gameplay code that a show gamer card request has finished
*
* @param OnShowGamerCardComplete the delegate to use for notifications
*/
function AddShowGamerCardCompleteDelegate(delegate<OnShowGamerCardComplete> GamerCardDelegate);
/**
* Removes the specified delegate from the list of callbacks
*
* @param OnShowGamerCardComplete the delegate to use for notifications
*/
function ClearShowGamerCardCompleteDelegate(delegate<OnShowGamerCardComplete> GamerCardDelegate);
//@HSL_END_XBOX
/**
* 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);
// @zombie_ps4_begin - ccooper 10/3/2013 - Adding a username version which works for PSN
function bool ShowGamerCardUIByUsername(byte LocalUserNum, string UserName);
// @zombie_ps4_end
/**
* 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);
//@HSL_BEGIN_XBOX
/**
* Displays the people picker ui
*
* @param LocalUserNum the local user sending the invite
* @param People the people to fill out the people picker list with
* @param Text the text to show in the people picker
*/
function bool ShowPeoplePickerUI(byte LocalUserNum, array<OnlineFriend> People, int MaxSelectable, optional string Text);
/**
* 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 OnPeoplePickerComplete(bool bWasSuccessful, array<OnlineFriend> PeoplePicked);
/**
* 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 AddPeoplePickerCompleteDelegate(byte LocalUserNum,delegate<OnPeoplePickerComplete> InDelegate);
/**
* Removes the specified delegate from the list of callbacks
*
* @param DeviceDelegate the delegate to use for notifications
*/
function ClearPeoplePickerCompleteDelegate(byte LocalUserNum,delegate<OnPeoplePickerComplete> InDelegate);
// Displays UI for sending data to other users using system-supplied UI
function bool ShowDataSendingUI(byte LocalUserNum, string Message, string DataName, string DataDescription, array<byte> Data, int MaxSelectableUsers);
delegate OnAcceptReceivedData(string Data);
function AddAcceptReceivedDataDelegate(byte LocalUserNum, delegate<OnAcceptReceivedData> InDelegate);
function ClearAcceptReceivedDataDelegate(byte LocalUserNum, delegate<OnAcceptReceivedData> InDelegate);
/**
* Displays the UI for a products details
*
* @param LocalUserNum the local user viewing available content
* @param ParentProductId the product ID of the parent product for which to show child content
*/
function bool ShowProductDetailsUI(byte LocalUserNum, optional string ParentProductId);
//@HSL_END_XBOX
/**
* Displays the marketplace UI for content
*
* @param LocalUserNum the local user viewing available content
* @param ParentProductType the type of the parent product specified by ParentProductId
* (use constants defined in OnlineSubsyste.uc, generally this should be PIT_Game)
* @param RequestedProductTypes the types of child products to show in the marketplace UI
* (use constants defined in OnlineSubsyste.uc, generally this should be PIT_Durable | PIT_Consumable)
* @param ParentProductId the product ID of the parent product for which to show child content
*/
function bool ShowContentMarketplaceUI(byte LocalUserNum, int ParentProductType, int RequestedProductTypes, optional string ParentProductId);
/**
* Displays the purchase UI for an offer
*
* @param LocalUserNum the local user viewing available content
* @param Offer the offer that you want the purchase screen shown for
*/
function bool ShowContentPurchaseUI(byte LocalUserNum, string Offer);
/**
* Displays the redeem code UI for content
*
* @param LocalUserNum the local user viewing available content
* @param Offer the offer that you want the redeem code screen shown for
*/
function bool ShowContentRedeemCodeUI(byte LocalUserNum, string Offer);
/**
* Close the current content UI
*
*/
function CloseCurrentContentUI();
//@HSL_END_XBOX
/**
* 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 bManageStorage whether to allow the user to manage their storage or not
*
* @return TRUE if it was able to show the UI, FALSE if it failed
*/
function bool ShowDeviceSelectionUI(byte LocalUserNum,int SizeNeeded,optional bool bManageStorage);
/**
* 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);
/**
* 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);
/**
* Checks the device id to determine if it is still valid (could be removed) and/or
* if there is enough space on the specified device
*
* @param DeviceId the device to check
* @param SizeNeeded the amount of space requested
*
* @return true if valid, false otherwise
*/
function bool IsDeviceValid(int DeviceId,optional int SizeNeeded);
/**
* 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);
/**
* Shows a custom players UI for the specified list of players
*
* @param LocalUserNum the controller number of the associated user
* @param Players the list of players to show in the custom UI
* @param Title the title to use for the UI
* @param Description the text to show at the top of the UI
*
* @return TRUE if it was able to show the UI, FALSE if it failed
*/
function bool ShowCustomPlayersUI(byte LocalUserNum,const out array<UniqueNetId> Players,string Title,string Description);
//@zombie_ps4_begin
/**
* Shows a custom players UI for the specified list of players
*
* @param LocalUserNum the controller number of the associated user
* @param Players the list of players to show in the custom UI
* @param Title the title to use for the UI
* @param Description the text to show at the top of the UI
*
* @return TRUE if it was able to show the UI, FALSE if it failed
*/
function bool RecordPlayersRecentlyMet( byte LocalUserNum, out array<PlayerNameIdPair> Players, string GameDescription ); //@HSL_BEGIN - JRO - 4/28/2016 - PS4 needs player names
/**
* Adds an In Game Post to the Activity Feed
*
* @param InNameID the string associated with the post
*
* @return TRUE if it was able to show the UI, FALSE if it failed
*/
function bool AddInGamePost( int InPostID, optional string InPostParam );
//@zombie_ps4_end
/**
* Unlocks an avatar award for the local user
*
* @param LocalUserNum the user to unlock the avatar item for
* @param AvatarItemId the id of the avatar item to unlock
*/
function bool UnlockAvatarAward(byte LocalUserNum,int AvatarItemId);
/**
* Reads the online profile settings for a given user and title id
*
* @param LocalUserNum the user that we are reading the data for
* @param TitleId the title that the profile settings are being read for
* @param ProfileSettings the object to copy the results to and contains the list of items to read
*
* @return true if the call succeeds, false otherwise
*/
function bool ReadCrossTitleProfileSettings(byte LocalUserNum,int TitleId,OnlineProfileSettings ProfileSettings);
/**
* Delegate used when the last read profile settings request has completed
*
* @param LocalUserNum the controller index of the player who's read just completed
* @param TitleId the title that the profile settings were read for
* @param bWasSuccessful true if the async action completed without error, false if there was an error
*/
delegate OnReadCrossTitleProfileSettingsComplete(byte LocalUserNum,int TitleId,bool bWasSuccessful);
/**
* Sets the delegate used to notify the gameplay code that the last read request has completed
*
* @param LocalUserNum which user to watch for read complete notifications
* @param ReadProfileSettingsCompleteDelegate the delegate to use for notifications
*/
function AddReadCrossTitleProfileSettingsCompleteDelegate(byte LocalUserNum,delegate<OnReadCrossTitleProfileSettingsComplete> ReadProfileSettingsCompleteDelegate);
/**
* Searches the existing set of delegates for the one specified and removes it
* from the list
*
* @param LocalUserNum which user to watch for read complete notifications
* @param ReadProfileSettingsCompleteDelegate the delegate to find and clear
*/
function ClearReadCrossTitleProfileSettingsCompleteDelegate(byte LocalUserNum,delegate<OnReadCrossTitleProfileSettingsComplete> ReadProfileSettingsCompleteDelegate);
/**
* Returns the online profile settings for a given user and title id
*
* @param LocalUserNum the user that we are reading the data for
* @param TitleId the title that the profile settings are being read for
*
* @return the profile settings object
*/
function OnlineProfileSettings GetCrossTitleProfileSettings(byte LocalUserNum,int TitleId);
/**
* Removes a cached entry of a profile for the specified title id
*
* @param LocalUserNum the user that we are reading the data for
* @param TitleId the title that the profile settings are being read for
*/
function ClearCrossTitleProfileSettings(byte LocalUserNum,int TitleId);
/**
* Shows a dialog with the message pre-populated in it
*
* @param LocalUserNum the user sending the message
* @param Recipients the list of people to send the message to
* @param MessageTitle the title of the message being sent
* @param NonEditableMessage the portion of the message that the user cannot edit
* @param EditableMessage the portion of the message the user can edit
*
* @return true if successful, false otherwise
*/
function bool ShowCustomMessageUI(byte LocalUserNum,const out array<UniqueNetId> Recipients,string MessageTitle,string NonEditableMessage,optional string EditableMessage);
//@HSL_BEGIN - JRO - 5/17/2016 - PS4 Activity Feeds
function PostActivityFeedBossKill(string BossName, string ClassName, string MapName);
function PostActivityFeedTeamAward(string AwardName);
function PostActivityFeedPerkLevelUp(string PerkClassName, int Level);
//@HSL_END
//@HSL_BEGIN - BWJ - 5-26-16 - Support for reading store data
function ReadStoreData();
delegate OnStoreDataRead( bool bSuccessful );
function AddStoreDataReadCompleteDelegate( delegate<OnStoreDataRead> InDelegate );
function ClearStoreDataReadCompleteDelegate( delegate<OnStoreDataRead> InDelegate );
function ReadEntitlements();
delegate OnEntitlementsRead( bool bSuccess );
function AddOnEntitlementsReadDelegate( delegate<OnEntitlementsRead> InDelegate );
function ClearOnEntitlementsReadDelegate( delegate<OnEntitlementsRead> InDelegate );
//@HSL_END
//@HSL_BEGIN - JRO - 6/1/2016 - Upsell
function UpsellPremiumOnlineService();
//@HSL_END
/**
* Shows a system dialog with the given error code and context
*
* @param ErrorCode the error code to display
* @param ErrorContext the error context to display
*
* @return true of successful, false otherwise
*/
function bool ShowSystemErrorUI(int ErrorCode, string ErrorContext);
//@HSL_BEGIN - BWJ - 6-21-16 - Error dialog support
/**
* Shows a customized system dialog with the given error code, context, title and content
*
* @param ErrorCode the error code to display
* @param ErrorContext the error context to display
* @param DialogTitle the title of the dialog
* @param DialogContent the content of the dialog
*
* @return true of successful, false otherwise
*/
function bool ShowCustomErrorUI(int ErrorCode, optional string ErrorContext, optional string DialogTitle, optional string DialogContent);
//@HSL_END
/**
* Look up a player's nickname from their net ID
*
* @param InPlayerId the player ID for which to retrieve the nickname
* @param OutPlayerNickname the nickname for the player with the given ID
*
* @return true if successful, false otherwise
*/
function bool GetPlayerNicknameForPlayerId(UniqueNetId InPlayerId, out string OutPlayerNickname);
/**
* Look up a player's net ID from their nickname
*
* @param InPlayerNickname the nickname to look up a player ID for
* @param OutPlayerId the player ID for the player with the given nickname
*
* @return true if successful, false otherwise
*/
function bool GetPlayerIDForPlayerNickname(string InPlayerNickname, out UniqueNetId OutPlayerId);
/**
* Asynchronously retrieve a set of OnlineProfiles for a list of Player IDs
*
* @param PlayerIDs the list of Player IDs for which to retrieve OnlineProfiles
*
* @return true if the async action began successfully, false otherwise
*/
function bool ReadOnlineProfilesForPlayers(array<string> PlayerIDs);
/**
* Delegate fired when an OnlineProfile read completes
*
* @param bWasSuccessful true if the async action completed without error, false if there was an error
* @param PlayerIDs the list of Player IDs that the request originated with
* @param OnlineProfiles the list of OnlineProfiles for the requested Player IDs
*/
delegate OnReadOnlineProfilesComplete(bool bWasSuccessful, array<string> PlayerIDs, array<OnlineProfile> OnlineProfiles);
/**
* Adds the delegate used to notify the gameplay code that an OnlineProfile read has completed
*
* @param ReadOnlineProfileDelegate the delegate to use for notifications
*/
function AddReadOnlineProfilesCompleteDelegate(delegate<OnReadOnlineProfilesComplete> ReadOnlineProfileDelegate);
/**
* Removes the specified delegate from the list of callbacks
*
* @param ReadOnlineProfileDelegate the delegate to use for notifications
*/
function ClearReadOnlineProfilesCompleteDelegate(delegate<OnReadOnlineProfilesComplete> ReadOnlineProfileDelegate);
/**
* Delegate used when registration of a local talker completes
*
* @param LocalUserNum the controller index of the player who is registered as a local talker
* @param bWasSuccessful true if the async action completed without error, false if there was an error
*/
delegate OnRegisterLocalTalkerComplete(byte LocalUserNum,bool bWasSuccessful);
/**
* Sets the delegate used to notify the gameplay code that the local talker registration has completed
*
* @param RegisterLocalTalkerCompleteDelegate the delegate to use for notifications
*/
function AddRegisterLocalTalkerCompleteDelegate(delegate<OnRegisterLocalTalkerComplete> RegisterLocalTalkerCompleteDelegate);
/**
* Searches the existing set of delegates for the one specified and removes it
* from the list
*
* @param RegisterLocalTalkerCompleteDelegate the delegate to find and clear
*/
function ClearRegisterLocalTalkerCompleteDelegate(delegate<OnRegisterLocalTalkerComplete> RegisterLocalTalkerCompleteDelegate);
/**
* Delegate used when unregistration of a local talker completes
*
* @param LocalUserNum the controller index of the player who is unregistered as a local talker
* @param bWasSuccessful true if the async action completed without error, false if there was an error
*/
delegate OnUnregisterLocalTalkerComplete(byte LocalUserNum,bool bWasSuccessful);
/**
* Sets the delegate used to notify the gameplay code that the local talker unregistration has completed
*
* @param UnregisterLocalTalkerCompleteDelegate the delegate to use for notifications
*/
function AddUnregisterLocalTalkerCompleteDelegate(delegate<OnUnregisterLocalTalkerComplete> UnregisterLocalTalkerCompleteDelegate);
/**
* Searches the existing set of delegates for the one specified and removes it
* from the list
*
* @param UnregisterLocalTalkerCompleteDelegate the delegate to find and clear
*/
function ClearUnregisterLocalTalkerCompleteDelegate(delegate<OnUnregisterLocalTalkerComplete> UnregisterLocalTalkerCompleteDelegate);
/**
* Delegate used when unregistration of a remote talker completes
*
* @param netId ofthe player who is unregistered as a remote talker
* @param bWasSuccessful true if the async action completed without error, false if there was an error
*/
delegate OnUnregisterRemoteTalkerComplete(UniqueNetId RemoteNetId,bool bWasSuccessful);
/**
* Sets the delegate used to notify the gameplay code that the remote talker unregistration has completed
*
* @param UnregisterRmeoteTalkerCompleteDelegate the delegate to use for notifications
*/
function AddUnregisterRemoteTalkerCompleteDelegate(delegate<OnUnregisterRemoteTalkerComplete> UnregisterRemoteTalkerCompleteDelegate);
/**
* Searches the existing set of delegates for the one specified and removes it
* from the list
*
* @param UnregisterRmeoteTalkerCompleteDelegate the delegate to find and clear
*/
function ClearUnregisterRemoteTalkerCompleteDelegate(delegate<OnUnregisterRemoteTalkerComplete> UnregisterRemoteTalkerCompleteDelegate);
/**
* Delegate used when unregistration of a remote talker completes
*
* @param netId ofthe player who is unregistered as a remote talker
* @param bWasSuccessful true if the async action completed without error, false if there was an error
*/
delegate OnRemoteTalkerStatusChange(UniqueNetId RemoteNetId, bool bIsTalking);
/**
* Sets the delegate used to notify the gameplay code that the remote talker unregistration has completed
*
* @param UnregisterRmeoteTalkerCompleteDelegate the delegate to use for notifications
*/
function AddPlayerTalkingDelegate(delegate<OnRemoteTalkerStatusChange> RemoteTalkerStatusChangeDelegate);
/**
* Searches the existing set of delegates for the one specified and removes it
* from the list
*
* @param UnregisterRmeoteTalkerCompleteDelegate the delegate to find and clear
*/
function ClearPlayerTalkingDelegate(delegate<OnRemoteTalkerStatusChange> RemoteTalkerStatusChangeDelegate);
//@HSL_END_XBOX