191 lines
7.4 KiB
Ucode
191 lines
7.4 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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/**
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* This interface provides extended player functionality not supported by
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* all platforms. The OnlineSubsystem will return NULL when requesting this
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* interface on a platform where it is not supporeted.
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*/
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interface OnlinePartyChatInterface dependson(OnlineSubsystem);
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/**
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* Sends an invite to everyone in the existing party session
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*
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* @param LocalUserNum the user to sending the invites
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*
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* @return true if it was able to send them, false otherwise
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*/
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function bool SendPartyGameInvites(byte LocalUserNum);
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/**
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* Called when the async invite send has completed
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*
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* @param bWasSuccessful true if the async action completed without error, false if there was an error
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*/
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delegate OnSendPartyGameInvitesComplete(bool bWasSuccessful);
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/**
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* Sets the delegate used to notify the gameplay code that async task has completed
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*
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* @param LocalUserNum the user to sending the invites
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* @param SendPartyGameInvitesCompleteDelegate the delegate to use for notifications
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*/
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function AddSendPartyGameInvitesCompleteDelegate(byte LocalUserNum,delegate<OnSendPartyGameInvitesComplete> SendPartyGameInvitesCompleteDelegate);
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/**
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* Clears the delegate used to notify the gameplay code that async task has completed
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*
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* @param LocalUserNum the user to sending the invites
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* @param SendPartyGameInvitesCompleteDelegate the delegate to use for notifications
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*/
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function ClearSendPartyGameInvitesCompleteDelegate(byte LocalUserNum,delegate<OnSendPartyGameInvitesComplete> SendPartyGameInvitesCompleteDelegate);
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/**
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* Gets the party member information from the platform, including the application specific data
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*
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* @param PartyMembers the array to be filled out of party member information
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*
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* @return true if the call could populate the array, false otherwise
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*/
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function bool GetPartyMembersInformation(out array<OnlinePartyMember> PartyMembers);
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/**
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* Gets the individual party member's information from the platform, including the application specific data
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*
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* @param MemberId the id of the party member to lookup
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* @param PartyMember out value where the data is copied to
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*
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* @return true if the call found the player, false otherwise
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*/
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function bool GetPartyMemberInformation(UniqueNetId MemberId,out OnlinePartyMember PartyMember);
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/**
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* Called when a player has joined or left your party chat
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*
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* @param bJoinedOrLeft true if the player joined, false if they left
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* @param PlayerName the name of the player that was affected
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* @param PlayerId the net id of the player that left
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*/
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delegate OnPartyMemberListChanged(bool bJoinedOrLeft,string PlayerName,UniqueNetId PlayerId);
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/**
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* Sets the delegate used to notify the gameplay code that async task has completed
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*
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* @param LocalUserNum the user to listening for party chat notifications
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* @param PartyMemberListChangedDelegate the delegate to use for notifications
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*/
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function AddPartyMemberListChangedDelegate(byte LocalUserNum,delegate<OnPartyMemberListChanged> PartyMemberListChangedDelegate);
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/**
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* Clears the delegate used to notify the gameplay code that async task has completed
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*
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* @param LocalUserNum the user to listening for party chat notifications
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* @param PartyMemberListChangedDelegate the delegate to use for notifications
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*/
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function ClearPartyMemberListChangedDelegate(byte LocalUserNum,delegate<OnPartyMemberListChanged> PartyMemberListChangedDelegate);
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//@HSL_BEGIN_XBOX
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/**
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* Called when a reserved player has joined or left your party chat
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*
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* @param bJoinedOrLeft true if the reserved player joined, false if they left
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* @param PlayerName the name of the player that was affected
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* @param PlayerId the net id of the player that left
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*/
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delegate OnReservedPartyMemberListChanged(bool bJoinedOrLeft,string PlayerName,UniqueNetId PlayerId);
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/**
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* Sets the delegate used to notify the gameplay code that async task has completed
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*
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* @param LocalUserNum the user to listening for party chat notifications
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* @param PartyMemberListChangedDelegate the delegate to use for notifications
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*/
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function AddReservedPartyMemberListChangedDelegate(byte LocalUserNum,delegate<OnReservedPartyMemberListChanged> ReservedPartyMemberListChangedDelegate);
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/**
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* Clears the delegate used to notify the gameplay code that async task has completed
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*
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* @param LocalUserNum the user to listening for party chat notifications
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* @param PartyMemberListChangedDelegate the delegate to use for notifications
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*/
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function ClearReservedPartyMemberListChangedDelegate(byte LocalUserNum,delegate<OnReservedPartyMemberListChanged> ReservedPartyMemberListChangedDelegate);
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//@HSL_END_XBOX
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/**
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* Called when a player has joined or left your party chat
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*
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* @param PlayerName the name of the player that was affected
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* @param PlayerId the net id of the player that had data change
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* @param CustomData1 the first 4 bytes of the custom data
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* @param CustomData2 the second 4 bytes of the custom data
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* @param CustomData3 the third 4 bytes of the custom data
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* @param CustomData4 the fourth 4 bytes of the custom data
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*/
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delegate OnPartyMembersInfoChanged(string PlayerName,UniqueNetId PlayerId,int CustomData1,int CustomData2,int CustomData3,int CustomData4);
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/**
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* Sets the delegate used to notify the gameplay code that async task has completed
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*
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* @param LocalUserNum the user to listening for party chat notifications
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* @param PartyMembersInfoChangedDelegate the delegate to use for notifications
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*/
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function AddPartyMembersInfoChangedDelegate(byte LocalUserNum,delegate<OnPartyMembersInfoChanged> PartyMembersInfoChangedDelegate);
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/**
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* Clears the delegate used to notify the gameplay code that async task has completed
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*
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* @param LocalUserNum the user to listening for party chat notifications
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* @param PartyMembersInfoChangedDelegate the delegate to use for notifications
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*/
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function ClearPartyMembersInfoChangedDelegate(byte LocalUserNum,delegate<OnPartyMembersInfoChanged> PartyMembersInfoChangedDelegate);
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/**
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* Sets a party member's application specific data
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*
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* @param LocalUserNum the user that you are setting the data for
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* @param Data1 the first 4 bytes of custom data
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* @param Data2 the second 4 bytes of custom data
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* @param Data3 the third 4 bytes of custom data
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* @param Data4 the fourth 4 bytes of custom data
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*
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* @return true if the data could be set, false otherwise
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*/
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function bool SetPartyMemberCustomData(byte LocalUserNum,int Data1,int Data2,int Data3,int Data4);
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/**
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* Determines the amount of data that has been sent in the last second
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*
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* @return >= 0 if able to get the bandwidth used over the last second, < 0 upon an error
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*/
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function int GetPartyBandwidth();
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/**
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* Opens the party UI for the user
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*
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* @param LocalUserNum the user requesting the UI
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*/
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function bool ShowPartyUI(byte LocalUserNum);
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/**
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* Opens the voice channel UI for the user
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*
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* @param LocalUserNum the user requesting the UI
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*/
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function bool ShowVoiceChannelUI(byte LocalUserNum);
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/**
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* Opens the community sessions UI for the user
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*
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* @param LocalUserNum the user requesting the UI
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*/
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function bool ShowCommunitySessionsUI(byte LocalUserNum);
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/**
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* Checks for the specified player being in a party chat
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*
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* @param LocalUserNum the user that you are setting the data for
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*
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* @return true if there is a party chat in progress, false otherwise
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*/
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function bool IsInPartyChat(byte LocalUserNum);
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