92 lines
3.1 KiB
Ucode
92 lines
3.1 KiB
Ucode
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//=============================================================================
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// MixerIntegration
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//=============================================================================
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// Platform interface plugin for Microsoft's Mixer service integration.
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2017 Tripwire Interactive LLC
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//=============================================================================
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class MixerIntegration extends PlatformInterfaceBase
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native(PlatformInterface);
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//Control whether or not Mixer is spun up when the interactive state switches to disabled. Controlled in native.
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var bool bStartMixer;
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cpptext
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{
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#if WITH_MIXER
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void HandleMixerEvent(void* Event);
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void HandleButtonEvent(void* ButtonEvent);
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void HandleErrorEvent(void* ErrorEvent);
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void HandleStateChangeEvent(void* StateChangeEvent);
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void HandleUserStateChangeEvent(void* StateChangeEvent);
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#endif
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}
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//Called when Mixer is ready to begin using interactivity
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delegate MixerStartupComplete();
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//Called when a user hits a button. Key/Val pairs passed as array ref to avoid struct copy costs
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delegate HandleMixerButtonEvent(string ControlId, string TransactionId, string Username, out array<string> MetaKeys, out array<string> MetaProps);
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//Get list of groups that need to be built over the lifetime of interactivity
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delegate GetGroupBuildList(out array<string> GroupsToBuild);
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//Get the current default scene being used for new users joining the stream
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delegate GetIntendedDefaultScene(out string DefaultSceneName);
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/**
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* Perform any initialization
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*/
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native event Init();
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/**
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* Whether or not the Mixer functionality is enabled and running
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*/
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native static function bool IsMixerInteractionEnabled();
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/**
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* Do the Mixer tick to pick up new interaction events
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*/
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native function TickMixer();
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/**
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* Start interactive session for a specific user number
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*/
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native function StartInteractiveSession(byte UserNum);
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/**
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* Stop any currently active interactive session
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*/
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native function StopInteractiveSession();
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/**
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* Sets a specific scene to be active. Can specify a group
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*/
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native function SetSceneActive(string SceneName, optional string GroupName = "default");
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/*
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* Send Mixer the results of an event
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*/
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native function SendMixerEventResult(string ControlId, string TransactionId, int ResultVal, int Cooldown);
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/**
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* Create an empty participant group to be used later
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*/
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native function CreateParticipantGroup(string GroupName);
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/**
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* Move all users to a specified group. Used for match startup and end to move all users to default groups for the game state.
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*/
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native function MoveAllUsersToGroup(string GroupName);
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/**
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* Move a specified user to a specified group. If the group doesn't exist, it will create it and set the appropriate scene.
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*/
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native function MoveUserToGroup(string Username, string GroupName);
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/**
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* Used for debug purposes. Force the intended live scene to a different version from the shipped variant
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*/
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native static function ForceMixerScene(string VersionNumber, string ShareCode);
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